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		<title>Ships.tbl</title>
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		<updated>2026-11-11T02:53:00Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2026-09-11|996e2fe}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
{{Table250|&lt;br /&gt;
====+Rotation Magnitude Maximum:====&lt;br /&gt;
What the maximum resulting rotational velocity can be from a ship collision in degrees per second. Setting this to a value such as 360 (degrees/second) properly allows mods to have ships spin out if they have collision while not spinning out at wild speeds that look immersion breaking. If negative, then there is no limit to rotational velocity from collisions. Default is -1.0.&lt;br /&gt;
}}&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**These debris peices are temporary, noncollideable and are generated in randomizard positions and orientations.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship&#039;s primaries to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Secondary Aims at Flight Cursor:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*As above, but for secondaries as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect (impulse, aka change in momentum) when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Propagating Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for propagating explosions (the explosions that play while a ship is splitting apart). &#039;&#039;&#039;Mutually exclusive with $Propagating Expl Radius Multiplier!&#039;&#039;&#039;&lt;br /&gt;
*Vector-type effect host. Host radius is the cross-section of the splitting ship. Orientation is the ship-half&#039;s orientation; normal is &#039;up&#039; within the ship&#039;s frame of reference&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Death-Roll Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for death-roll explosions (the small explosions across a ship&#039;s surface that happen during the deathroll). &#039;&#039;&#039;Mutually exclusive with $Death-Roll Explosion Radius Mult!&#039;&#039;&#039;&lt;br /&gt;
*Effect host is the dying ship; normal is the &#039;outward&#039; vector from the ship&#039;s center to the explosion&#039;s position&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Death FX Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for death FX explosions (the handful of medium-sized explosions that trigger a moment before the main explosion). &#039;&#039;&#039;Mutually exclusive with $Death FX Explosion Radius Mult!&#039;&#039;&#039;&lt;br /&gt;
*Effect host is the dying ship; normal is the &#039;outward&#039; vector from the ship&#039;s center to the explosion&#039;s position&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Disable Main Fireball:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Whether to avoid spawning the big fireball that normally appears when the ship blows up. Designed for use with $Ship Death Effect, which fills the same role as the fireball.&lt;br /&gt;
*Optional; defaults to False.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to hull debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shrapnel Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to shrapnel (small, non-hull) debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned when a piece of hull debris from this ship is destroyed. When set, it replaces the default fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shrapnel Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned when a piece of shrapnel debris from this ship is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Skip Death Roll Percent Chance:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].&lt;br /&gt;
*Values outside 0 to 100 generate a warning and are set to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Use [[#.24Skip_Death_Roll_Percent_Chance:|$Skip Death Roll Percent Chance:]] instead, which behaves identically. Only one of the two may be specified.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Allowed Firing Patterns for Dynamic Primary Linking:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the ship has dynamic primary linking enabled, defines the list of firing patterns which the player may cycle through using the appropriate control.&lt;br /&gt;
*This is optional. If not set, the only firing pattern available will be CYCLE FORWARD.&lt;br /&gt;
*Takes a list of patterns. The options are:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, for example, (&amp;quot;CYCLE FORWARD&amp;quot;, &amp;quot;CYCLE REVERSE&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be triggered when this ship&#039;s shields are hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Shield Impact Explosion&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Allows one or more strings, does not have a set limit.&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier. The strength of the emp effect ranges from 0-1, and this value will subtract from it, with 1 being completely immune.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Custom Strings===&lt;br /&gt;
{{Table242|&lt;br /&gt;
Defines a set of custom strings for this ship class, which can then be accessed through Lua scripts. There can be any number of $Name: entries. It requires a $end_custom_strings entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomStrings Lua Table.&lt;br /&gt;
====$Name:====&lt;br /&gt;
*The name of the custom string&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Value:====&lt;br /&gt;
*An arbitrary value, which can be used to group strings together&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+String:====&lt;br /&gt;
*The text of the custom string&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Multi-line String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====$end_custom_strings====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Strings list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned at a subsystem of this ship when it is destroyed, for subsystems that do not define their own [[Subsystem#.24Subsystem_Death_Effect:|$Subsystem Death Effect:]]. When set, it replaces the default fireballs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to hull debris spawned from a subsystem of this ship, for subsystems that do not define their own [[Subsystem#.24Debris_Flame_Effect:|$Debris Flame Effect:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Shrapnel Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to shrapnel debris spawned from a subsystem of this ship, for subsystems that do not define their own [[Subsystem#.24Shrapnel_Debris_Flame_Effect:|$Shrapnel Debris Flame Effect:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
*Can also be written as &amp;quot;no-collide&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot; or &amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot; or &amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot; or &amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed; game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a modelled shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.&lt;br /&gt;
*Can also be written as &amp;quot;dont bank when turning&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!&lt;br /&gt;
*Can also be written as &amp;quot;dont clamp max velocity&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship.&lt;br /&gt;
*&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Use [[#.22disable_all_generic_impact_debris.22|&amp;quot;disable all generic impact debris&amp;quot;]] instead, which behaves identically. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;disable all generic impact debris&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Newer name for [[#.22no_impact_debris.22|&amp;quot;no impact debris&amp;quot;]]--turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;disable all generic explosion debris&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when a ship explodes. }}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67865</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67865"/>
		<updated>2026-11-11T02:42:54Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* +Input */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-10-17|c0cc43f}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Intransitive parenting:==&lt;br /&gt;
*Typically, when a particle that is spawned from a particle has &#039;&#039;+Remain local to parent:&#039;&#039; set to on, it will inherit the parent of the particle that it was spawned from (i.e. a trail of a particle parented to a ship will also be parented to the ship)&lt;br /&gt;
*In some cases, this is undesirable, and you want the trail particle to be parented to its trailhead rather than the parent of the trailhead.&lt;br /&gt;
*Setting this option to true achieves this, and breaks the parent inheritance chain. Any descendant of this particle will be parented to this particle rather than to the ancestral parent of this particle.&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Particles are limited to the lifetime of their parents when &#039;&#039;+Remain local to parent:&#039;&#039; is on. As such, this will limit local descendant particles to the lifetime of &#039;&#039;this&#039;&#039; particle, rather than the lifetime of the originally parenting object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Render as Decal:==&lt;br /&gt;
*If this is true, the effect will not spawn floating particles, but instead will render as decals attached to the surface of its parent. &#039;&#039;+Remain local to parent:&#039;&#039; must be enabled for this to work.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Orientation Mode:===&lt;br /&gt;
*When rendering as decals, this controls how the decals are oriented towards their parent. Currently only one option is supported: &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Defaults to &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Towards Center&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Emissive:===&lt;br /&gt;
*Whether or not the decal is an emissive decal as opposed to an albedo decal.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: The particle&#039;s current size as a fraction of screen width, based on the current viewing position. This does not consider the Radius Mult particle curve output.&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Pixel Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size At Emitter&#039;&#039;&#039;: Same a Pixel Size At Emitter, except that it is the particle&#039;s size as a fraction of the screen width rather than a number of pixels.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline particles due to parsing ambiguity. If you really need trails of death particles / trails, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==$Death Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Death Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Death Inline Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies, defined inline&lt;br /&gt;
*It is not possible to define inline death effects for inline particles due to parsing ambiguity. If you really need death particles of death particles / trails, use &#039;&#039;$Death Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Death Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline death effect&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67864</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67864"/>
		<updated>2026-11-11T02:41:51Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-10-17|c0cc43f}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Intransitive parenting:==&lt;br /&gt;
*Typically, when a particle that is spawned from a particle has &#039;&#039;+Remain local to parent:&#039;&#039; set to on, it will inherit the parent of the particle that it was spawned from (i.e. a trail of a particle parented to a ship will also be parented to the ship)&lt;br /&gt;
*In some cases, this is undesirable, and you want the trail particle to be parented to its trailhead rather than the parent of the trailhead.&lt;br /&gt;
*Setting this option to true achieves this, and breaks the parent inheritance chain. Any descendant of this particle will be parented to this particle rather than to the ancestral parent of this particle.&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Particles are limited to the lifetime of their parents when &#039;&#039;+Remain local to parent:&#039;&#039; is on. As such, this will limit local descendant particles to the lifetime of &#039;&#039;this&#039;&#039; particle, rather than the lifetime of the originally parenting object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Render as Decal:==&lt;br /&gt;
*If this is true, the effect will not spawn floating particles, but instead will render as decals attached to the surface of its parent. &#039;&#039;+Remain local to parent:&#039;&#039; must be enabled for this to work.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Orientation Mode:===&lt;br /&gt;
*When rendering as decals, this controls how the decals are oriented towards their parent. Currently only one option is supported: &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Defaults to &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Towards Center&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Emissive:===&lt;br /&gt;
*Whether or not the decal is an emissive decal as opposed to an albedo decal.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: The size, as a fraction of screen width, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Pixel Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size At Emitter&#039;&#039;&#039;: Same a Pixel Size At Emitter, except that it is the particle&#039;s size as a fraction of the screen width rather than a number of pixels.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline particles due to parsing ambiguity. If you really need trails of death particles / trails, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==$Death Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Death Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Death Inline Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies, defined inline&lt;br /&gt;
*It is not possible to define inline death effects for inline particles due to parsing ambiguity. If you really need death particles of death particles / trails, use &#039;&#039;$Death Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Death Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline death effect&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=67863</id>
		<title>Lighting Profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lighting_Profiles.tbl&amp;diff=67863"/>
		<updated>2026-11-11T02:15:01Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;lighting_profiles.tbl&#039;&#039;&#039; provides controls for the game&#039;s lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ltp.tbm&lt;br /&gt;
&lt;br /&gt;
==#DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tonemapper:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the algorithm used for the tonemapping stage of rendering. See [[Tonemapping]] for more information on what this means in detail and comparisons of the options.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Str&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Options:&lt;br /&gt;
**Linear: Simple clamping and gamma correction. Not recommended in most cases.&lt;br /&gt;
**Uncharted 2: FSO&#039;s default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply &amp;quot;uncharted&amp;quot;&lt;br /&gt;
**ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.&lt;br /&gt;
**ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.&lt;br /&gt;
**Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn&#039;t quite as aggressive as ACES on dimly lit scenes.&lt;br /&gt;
**Reinhard Extended: A version of a common tonemapper that acts on luminance&lt;br /&gt;
**Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended&lt;br /&gt;
**PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/] for detailed breakdown of what this is doing.&lt;br /&gt;
**PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance, which gives a more vibrant look. &lt;br /&gt;
&lt;br /&gt;
The best way to view the differences between all of these is to open the F3 lab. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Exposure:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers is like a lens catching more light. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.&lt;br /&gt;
&lt;br /&gt;
If you find this concept hard to grasp, consider how your eyes adapt to darkness or brightness. A high exposure is like an eye adapted to a dark room, a low exposure is an eye adapted to a bright room. So with high exposure, you&#039;ll see more details in dark scenes, but you&#039;re also more easily blinded by bright effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===PPC Adjustments===&lt;br /&gt;
If you want to adjust the look of the PPC tonemapper, you can easily see what these settings do by using the F3 main lab.&lt;br /&gt;
* When in the main menu, press F3&lt;br /&gt;
* Select a ship class&lt;br /&gt;
* Select a background from a mission of your choice.&lt;br /&gt;
* Tweak settings and the desired tonemapper from the &amp;quot;Render Options&amp;quot; menu.&lt;br /&gt;
** Start by setting your desired exposure&lt;br /&gt;
** Set toe and shoulder strength to 0, then increase them slowly to see their effects in action.&lt;br /&gt;
** Adjust Exposure, Toe and Shoulder strength as desired.&lt;br /&gt;
*** Use the length and angle settings for fine-tuning after you&#039;ve honed down your desired look.&lt;br /&gt;
** Note the settings used and type them into this table.&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe Strength adjusts how dark the shadows of a scene are. The higher the toe strength, the darker, and harder to distinguish from black, dark areas in the scene become. Conversely, a low value means that lowly lit objects are easier to distinguish from full black and eachother, but setting it too low can make areas that should be black look greyish.&lt;br /&gt;
This setting is very sensitive to exposure. If you lower exposure, you will want to lower toe strength to get some visibility back.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Toe Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Toe length determines the mid-point where the toe stops and the shoulder begins. In layman&#039;s terms, this determines what the renderer considers &amp;quot;dark&amp;quot; areas and what it considers &amp;quot;bright&amp;quot; areas. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Length:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
There&#039;s no such thing as finite brightness in space, but there is on your monitor. Shoulder length determines at which point the tonemapper stops adjusting for overexposure and simply lets it happen. If you set this to a low value you&#039;ll see a lot of bright white spots, as the amount of lights that the tonemapper considers &#039;too bright to handle&#039; increases. Settings this high means you&#039;ll see less full white areas, at the risk of making highlights look a bit dull as they&#039;re being compressed in order to fit within the displayable range. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Strength:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Shoulder strength adjusts how strongly the tonemapper compensates for bright areas. A high value means that brighter areas will be made less bright. A low value means that there&#039;s more &amp;quot;blindingly bright&amp;quot; areas in the scene. It differs from shoulder length in that shoulder length &#039;selects&#039; the areas in which the shoulder should be applied, and shoulder strength determines how strongly it should be applied.&lt;br /&gt;
This setting gradually has more effect as exposure increases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PPC Shoulder Angle:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Raising shoulder angle means that less bright in the shoulder are adjusted less, whilst very bright areas are compressed into a smaller range. In FS2 this is very noticable in backgrounds, which become more saturated (and eventually oversaturated) as shoulder angle increases. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: 0.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Missile light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for missile weapons (any weapon using a model rather than a laser bitmap or beam). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 20&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for laser weapons(weapons using a laser bitmap).&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Laser light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for laser weapons (weapons using a laser bitmap). +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 100&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of dynamic lights for beam weapons.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Beam light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the light radius dynamic lights for beam weapons. Unless set otherwise on the specific weapon this is multiplied by the beam&#039;s width. +Default: is used for any such weapons not given specific sizes in the weapon tables.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+default: 37.5&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Tube light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all tube lights, such as light cast by beam weapons. It is applied after any more specific adjustments such as $Beam light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all point lights, such as light cast by non-beam weapons. It is applied after any more specific adjustments such as $laser light brightness:&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Point light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all point lights, such as light cast by non-beam weapon. It is applied after any more specific adjustments such as $laser light radius:.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cone light brightness:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all cone lights. It is applied after any more specific adjustments that might exist.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
*Default values: &#039;&#039;&#039;+multiplier: 1.25&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Directional light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of all directional lights, such as level suns.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ambient light brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the brightness of ambient level lighting.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Overall brightness:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to all adjustable light.&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit light radius modifier:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the radius of all lights, only applied when rendering the player ships cockpit and &amp;quot;show ship&amp;quot; model&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit light intensity modifier:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*An [[Lighting_Profiles.tbl#Adjustable values|Adjustable value]] applied to the intensity of all lights, only applied when rendering the player ships cockpit and &amp;quot;show ship&amp;quot; model&lt;br /&gt;
*Syntax: See [[Lighting_Profiles.tbl#Adjustable values|Adjustable values]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END DEFAULT PROFILE==&lt;br /&gt;
{{Table220|&lt;br /&gt;
Required to close the default profile section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#PROFILES==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Begins the standard, named profiles section. Named profiles can have all the same profile values set, but must be given a name. The name &amp;quot;Default Profile&amp;quot; can be used to define, or alter, the primary default profile. Other profiles can by assigned on a per-mission basis or viewed in the F3 lab.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Profile:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
The name of the profile being defined or modified. See the values above in the default profiles section for documentation on available settings.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#END PROFILES==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Required to close the profiles section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Adjustable values==&lt;br /&gt;
Many profile values allow for a flexible set of configurable adjustments to existing values. These are applied to their inputs in a specific order and will be listed here in that order they, but can be defined in the tables in any order.&lt;br /&gt;
&lt;br /&gt;
===+default:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*For values that can be configured more specifically elsewhere, such as the sizes of dynamic weapon lights. Defaults are only meaningful for those proprties that list one in their default settings.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Multiplier:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*The input value will be multiplied by this amount&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Adjustment:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*This amount will be added to the input value. Negative values allow for downward adjustments.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Minimum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs below this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
===+Maximum:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Inputs above this amount will be set to it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#DEFAULT PROFILE&lt;br /&gt;
&lt;br /&gt;
$Tonemapper: Uncharted 2&lt;br /&gt;
$Exposure: 4.0&lt;br /&gt;
&lt;br /&gt;
$Missile Light Radius:&lt;br /&gt;
  +default: 20&lt;br /&gt;
&lt;br /&gt;
$Laser Light Radius:&lt;br /&gt;
  +default: 100&lt;br /&gt;
&lt;br /&gt;
$Beam Light Radius:&lt;br /&gt;
  +default: 37.5&lt;br /&gt;
&lt;br /&gt;
$Point Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
$Cone Light Radius:&lt;br /&gt;
  +Multiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
#END DEFAULT PROFILE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ Filmic Tonemapping with Piecewise Power Curves], John Hable&lt;br /&gt;
# [https://64.github.io/tonemapping/ Tone Mapping], 64&lt;br /&gt;
# [http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Tonemapping Operators], John Hable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67862</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67862"/>
		<updated>2026-11-11T02:03:07Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-08-18|0bf632c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Intransitive parenting:==&lt;br /&gt;
*Typically, when a particle that is spawned from a particle has &#039;&#039;+Remain local to parent:&#039;&#039; set to on, it will inherit the parent of the particle that it was spawned from (i.e. a trail of a particle parented to a ship will also be parented to the ship)&lt;br /&gt;
*In some cases, this is undesirable, and you want the trail particle to be parented to its trailhead rather than the parent of the trailhead.&lt;br /&gt;
*Setting this option to true achieves this, and breaks the parent inheritance chain. Any descendant of this particle will be parented to this particle rather than to the ancestral parent of this particle.&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Particles are limited to the lifetime of their parents when &#039;&#039;+Remain local to parent:&#039;&#039; is on. As such, this will limit local descendant particles to the lifetime of &#039;&#039;this&#039;&#039; particle, rather than the lifetime of the originally parenting object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Render as Decal:==&lt;br /&gt;
*If this is true, the effect will not spawn floating particles, but instead will render as decals attached to the surface of its parent. &#039;&#039;+Remain local to parent:&#039;&#039; must be enabled for this to work.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Orientation Mode:===&lt;br /&gt;
*When rendering as decals, this controls how the decals are oriented towards their parent. Currently only one option is supported: &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Defaults to &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Towards Center&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Emissive:===&lt;br /&gt;
*Whether or not the decal is an emissive decal as opposed to an albedo decal.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Pixel Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size At Emitter&#039;&#039;&#039;: Same a Pixel Size At Emitter, except that it is the particle&#039;s size as a fraction of the screen width rather than a number of pixels.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline particles due to parsing ambiguity. If you really need trails of death particles / trails, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==$Death Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Death Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Death Inline Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies, defined inline&lt;br /&gt;
*It is not possible to define inline death effects for inline particles due to parsing ambiguity. If you really need death particles of death particles / trails, use &#039;&#039;$Death Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Death Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline death effect&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=67861</id>
		<title>Asteroid.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=67861"/>
		<updated>2026-11-11T01:53:03Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2025-08-23|1207dfc}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;asteroid.tbl&#039;&#039;&#039; is used to define all of the asteroids and debris field pieces in-game.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ast.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*&#039;&#039;&#039;#Asteroid Types&#039;&#039;&#039;&lt;br /&gt;
*Asteroid and debris data&lt;br /&gt;
*&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for weapon impacts against this asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion:&#039;&#039;&#039;&lt;br /&gt;
**Defines the effect used when a weapon strikes this asteroid&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of the effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
==Asteroid and Debris Data==&lt;br /&gt;
*Used to define asteroid types and their physical characteristics&lt;br /&gt;
*First three entries are different sized asteroids, small medium and large respectively, and are required.&lt;br /&gt;
&lt;br /&gt;
{{Table212|The following is no longer required. As many or as few &#039;special&#039; asteroids can be defined as desired.}}&lt;br /&gt;
*Then, each species requires 3 asteroids (retail used these for debris-type asteroids)&lt;br /&gt;
{{Table224|The following is only true if [[Asteroid.tbl#$Type:|$Type]] is not defined.}}&lt;br /&gt;
*The first 3 correspond to the 1st species in the [[species_defs.tbl]], the second to the next 3, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of asteroid or debris object. Does NOT need to be unique.&lt;br /&gt;
{{Table224|Name should be unique}}&lt;br /&gt;
*This will be used as the name in the targeting box when targeted, unless the name is &amp;quot;[Any species] Debris #&amp;quot;, where it will be displayed as &amp;quot;[Species] debris&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Display Name:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the text that will be used in the targetbox for this asteroid. Only used for debris type asteroids.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the type of asteroid this is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; 1 for small asteroid, 2 for medium asteroid, 3 for large asteroid, -1 for debris}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file1:===&lt;br /&gt;
*Defines the name of the model file (.pof) used for asteroid or debris model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file2:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid or debris model of the set size&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Required for asteroid types, ignored otherwise}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file3:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid model&lt;br /&gt;
*If the object in question is has &#039;&#039;&#039;$POF file2:&#039;&#039;&#039; set as &#039;&#039;none&#039;&#039; then this entry is not needed&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Required for asteroid types, ignored otherwise}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer list&#039;&#039;&#039; ), comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each LOD&lt;br /&gt;
**Example: (0, 30, 80, 150)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Speed:===&lt;br /&gt;
*Defines the maximum velocity of the asteroid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotational Velocity Multiplier:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Defines the value that randomized rotational velocity is multiplied by. For each spawned asteroid/debris object FSO first calculates a random normalized vector. Then it calculates a rotational value with the formula &#039;value of $Rotational Velocity Multiplier: * (frand()/4.0f + 0.1f)&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, multiplier value}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the damage type of the asteroid explosion. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE FILE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the damage type as referenced in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Explosion Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] for this asteroid&#039;s explosion.&lt;br /&gt;
*&#039;&#039;&#039;If this is specified then $Explosion Animations and $Explosion Radius Mult are not valid!&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the explosion animations used for the asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, indices to fireballs defined in fireball.tbl}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Radius Mult:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the radius multiplier for the explosion fireballs, with a value of 1.0 causing the radius of the fireball to be equal to the radius of the asteroid. Defaults to 1.5 for large asteroids and 1.0 for others.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect (impulse, aka change in momentum) when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*Defines the hitpoints of the asteroid or debris piece. Hitpoints are modified downward by skill level.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, hitpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Split:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Semi-deprecated; still works but prefer [[Asteroid.tbl#$Split_Name:|$Split Name]] instead, especially if using modular tables.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, an asteroid index. The first asteroid defined by the table has index 0, the second one has index 1, and so on.&lt;br /&gt;
*&#039;&#039;&#039;+Min:&#039;&#039;&#039;&lt;br /&gt;
**The minimum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max:&#039;&#039;&#039;&lt;br /&gt;
**The maximum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Split Name:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, an asteroid name.&lt;br /&gt;
*&#039;&#039;&#039;+Min:&#039;&#039;&#039;&lt;br /&gt;
**The minimum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max:&#039;&#039;&#039;&lt;br /&gt;
**The maximum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Spawn Weight:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines the relative frequency among other asteroids in the field to be spawned. The total number of asteroids is unchanged, but an asteroid with twice the Spawn weight of another will appear twice as frequently as it. &lt;br /&gt;
*Only used by &#039;debris&#039; asteroids&lt;br /&gt;
*The default is based on its position in the list: &lt;br /&gt;
**4, 7, 10 etc have a weight of 1. &lt;br /&gt;
**5, 8, 11, etc have a weight of 4. &lt;br /&gt;
**6, 9, 12, etc have a weight of 8.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, positive}}&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Single asteroid entry fos retail FS2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Asteroid Types&lt;br /&gt;
&lt;br /&gt;
$Name:               Small Asteroid&lt;br /&gt;
$POF file1:          ast03.pof&lt;br /&gt;
$POF file2:          asta03.pof&lt;br /&gt;
$POF file3:          astb03.pof&lt;br /&gt;
$Detail distance:    (0, 30, 80, 150)&lt;br /&gt;
$Max Speed:          60.0&lt;br /&gt;
$Expl inner rad:     0.0&lt;br /&gt;
$Expl outer rad:     0.0&lt;br /&gt;
$Expl damage:        0.0&lt;br /&gt;
$Expl blast:         0.0&lt;br /&gt;
$Hitpoints:          23&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Impact Explosion:            ExpMissilehit1&lt;br /&gt;
$Impact Explosion Radius:     20.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=67860</id>
		<title>Asteroid.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=67860"/>
		<updated>2026-11-11T01:49:29Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* General Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5264}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;asteroid.tbl&#039;&#039;&#039; is used to define all of the asteroids and debris field pieces in-game.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ast.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*&#039;&#039;&#039;#Asteroid Types&#039;&#039;&#039;&lt;br /&gt;
*Asteroid and debris data&lt;br /&gt;
*&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for weapon impacts against this asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion:&#039;&#039;&#039;&lt;br /&gt;
**Defines the effect used when a weapon strikes this asteroid&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of the effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
==Asteroid and Debris Data==&lt;br /&gt;
*Used to define asteroid types and their physical characteristics&lt;br /&gt;
*First three entries are different sized asteroids, small medium and large respectively, and are required.&lt;br /&gt;
&lt;br /&gt;
{{Table212|The following is no longer required. As many or as few &#039;special&#039; asteroids can be defined as desired.}}&lt;br /&gt;
*Then, each species requires 3 asteroids (retail used these for debris-type asteroids)&lt;br /&gt;
{{Table224|The following is only true if [[Asteroid.tbl#$Type:|$Type]] is not defined.}}&lt;br /&gt;
*The first 3 correspond to the 1st species in the [[species_defs.tbl]], the second to the next 3, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of asteroid or debris object. Does NOT need to be unique.&lt;br /&gt;
{{Table224|Name should be unique}}&lt;br /&gt;
*This will be used as the name in the targeting box when targeted, unless the name is &amp;quot;[Any species] Debris #&amp;quot;, where it will be displayed as &amp;quot;[Species] debris&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Display Name:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the text that will be used in the targetbox for this asteroid. Only used for debris type asteroids.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the type of asteroid this is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; 1 for small asteroid, 2 for medium asteroid, 3 for large asteroid, -1 for debris}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file1:===&lt;br /&gt;
*Defines the name of the model file (.pof) used for asteroid or debris model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file2:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid or debris model of the set size&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Required for asteroid types, ignored otherwise}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file3:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid model&lt;br /&gt;
*If the object in question is has &#039;&#039;&#039;$POF file2:&#039;&#039;&#039; set as &#039;&#039;none&#039;&#039; then this entry is not needed&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Required for asteroid types, ignored otherwise}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer list&#039;&#039;&#039; ), comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each LOD&lt;br /&gt;
**Example: (0, 30, 80, 150)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Speed:===&lt;br /&gt;
*Defines the maximum velocity of the asteroid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotational Velocity Multiplier:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Defines the value that randomized rotational velocity is multiplied by. For each spawned asteroid/debris object FSO first calculates a random normalized vector. Then it calculates a rotational value with the formula &#039;value of $Rotational Velocity Multiplier: * (frand()/4.0f + 0.1f)&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, multiplier value}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the damage type of the asteroid explosion. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE FILE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the damage type as referenced in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the explosion animations used for the asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, indices to fireballs defined in fireball.tbl}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Radius Mult:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the radius multiplier for the explosion fireballs, with a value of 1.0 causing the radius of the fireball to be equal to the radius of the asteroid. Defaults to 1.5 for large asteroids and 1.0 for others.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect (impulse, aka change in momentum) when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*Defines the hitpoints of the asteroid or debris piece. Hitpoints are modified downward by skill level.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, hitpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Split:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Semi-deprecated; still works but prefer [[Asteroid.tbl#$Split_Name:|$Split Name]] instead, especially if using modular tables.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, an asteroid index. The first asteroid defined by the table has index 0, the second one has index 1, and so on.&lt;br /&gt;
*&#039;&#039;&#039;+Min:&#039;&#039;&#039;&lt;br /&gt;
**The minimum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max:&#039;&#039;&#039;&lt;br /&gt;
**The maximum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Split Name:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, an asteroid name.&lt;br /&gt;
*&#039;&#039;&#039;+Min:&#039;&#039;&#039;&lt;br /&gt;
**The minimum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max:&#039;&#039;&#039;&lt;br /&gt;
**The maximum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Spawn Weight:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines the relative frequency among other asteroids in the field to be spawned. The total number of asteroids is unchanged, but an asteroid with twice the Spawn weight of another will appear twice as frequently as it. &lt;br /&gt;
*Only used by &#039;debris&#039; asteroids&lt;br /&gt;
*The default is based on its position in the list: &lt;br /&gt;
**4, 7, 10 etc have a weight of 1. &lt;br /&gt;
**5, 8, 11, etc have a weight of 4. &lt;br /&gt;
**6, 9, 12, etc have a weight of 8.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, positive}}&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Single asteroid entry fos retail FS2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Asteroid Types&lt;br /&gt;
&lt;br /&gt;
$Name:               Small Asteroid&lt;br /&gt;
$POF file1:          ast03.pof&lt;br /&gt;
$POF file2:          asta03.pof&lt;br /&gt;
$POF file3:          astb03.pof&lt;br /&gt;
$Detail distance:    (0, 30, 80, 150)&lt;br /&gt;
$Max Speed:          60.0&lt;br /&gt;
$Expl inner rad:     0.0&lt;br /&gt;
$Expl outer rad:     0.0&lt;br /&gt;
$Expl damage:        0.0&lt;br /&gt;
$Expl blast:         0.0&lt;br /&gt;
$Hitpoints:          23&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Impact Explosion:            ExpMissilehit1&lt;br /&gt;
$Impact Explosion Radius:     20.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=67859</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=67859"/>
		<updated>2026-11-11T01:38:40Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2025-08-23|8db0a44}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
{{Table250|&lt;br /&gt;
====+Rotation Magnitude Maximum:====&lt;br /&gt;
What the maximum resulting rotational velocity can be from a ship collision in degrees per second. Setting this to a value such as 360 (degrees/second) properly allows mods to have ships spin out if they have collision while not spinning out at wild speeds that look immersion breaking. If negative, then there is no limit to rotational velocity from collisions. Default is -1.0.&lt;br /&gt;
}}&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**These debris peices are temporary, noncollideable and are generated in randomizard positions and orientations.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship&#039;s primaries to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Secondary Aims at Flight Cursor:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*As above, but for secondaries as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect (impulse, aka change in momentum) when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Propagating Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for propagating explosions (the explosions that play while a ship is splitting apart). &#039;&#039;&#039;Mutually exclusive with $Propagating Expl Radius Multiplier!&#039;&#039;&#039;&lt;br /&gt;
*Vector-type effect host. Host radius is the cross-section of the splitting ship. Orientation is the ship-half&#039;s orientation; normal is &#039;up&#039; within the ship&#039;s frame of reference&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Death-Roll Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for death-roll explosions (the small explosions across a ship&#039;s surface that happen during the deathroll). &#039;&#039;&#039;Mutually exclusive with $Death-Roll Explosion Radius Mult!&#039;&#039;&#039;&lt;br /&gt;
*Effect host is the dying ship; normal is the &#039;outward&#039; vector from the ship&#039;s center to the explosion&#039;s position&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Death FX Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for death FX explosions (the handful of medium-sized explosions that trigger a moment before the main explosion). &#039;&#039;&#039;Mutually exclusive with $Death FX Explosion Radius Mult!&#039;&#039;&#039;&lt;br /&gt;
*Effect host is the dying ship; normal is the &#039;outward&#039; vector from the ship&#039;s center to the explosion&#039;s position&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to hull debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shrapnel Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to shrapnel (small, non-hull) debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned when a piece of hull debris from this ship is destroyed. When set, it replaces the default fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shrapnel Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned when a piece of shrapnel debris from this ship is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Skip Death Roll Percent Chance:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].&lt;br /&gt;
*Values outside 0 to 100 generate a warning and are set to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Use [[#.24Skip_Death_Roll_Percent_Chance:|$Skip Death Roll Percent Chance:]] instead, which behaves identically. Only one of the two may be specified.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Allowed Firing Patterns for Dynamic Primary Linking:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the ship has dynamic primary linking enabled, defines the list of firing patterns which the player may cycle through using the appropriate control.&lt;br /&gt;
*This is optional. If not set, the only firing pattern available will be CYCLE FORWARD.&lt;br /&gt;
*Takes a list of patterns. The options are:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, for example, (&amp;quot;CYCLE FORWARD&amp;quot;, &amp;quot;CYCLE REVERSE&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be triggered when this ship&#039;s shields are hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Shield Impact Explosion&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Allows one or more strings, does not have a set limit.&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier. The strength of the emp effect ranges from 0-1, and this value will subtract from it, with 1 being completely immune.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Custom Strings===&lt;br /&gt;
{{Table242|&lt;br /&gt;
Defines a set of custom strings for this ship class, which can then be accessed through Lua scripts. There can be any number of $Name: entries. It requires a $end_custom_strings entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomStrings Lua Table.&lt;br /&gt;
====$Name:====&lt;br /&gt;
*The name of the custom string&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Value:====&lt;br /&gt;
*An arbitrary value, which can be used to group strings together&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+String:====&lt;br /&gt;
*The text of the custom string&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Multi-line String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====$end_custom_strings====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Strings list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned at a subsystem of this ship when it is destroyed, for subsystems that do not define their own [[Subsystem#.24Subsystem_Death_Effect:|$Subsystem Death Effect:]]. When set, it replaces the default fireballs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to hull debris spawned from a subsystem of this ship, for subsystems that do not define their own [[Subsystem#.24Debris_Flame_Effect:|$Debris Flame Effect:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Shrapnel Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to shrapnel debris spawned from a subsystem of this ship, for subsystems that do not define their own [[Subsystem#.24Shrapnel_Debris_Flame_Effect:|$Shrapnel Debris Flame Effect:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
*Can also be written as &amp;quot;no-collide&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot; or &amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot; or &amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot; or &amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed; game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a modelled shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.&lt;br /&gt;
*Can also be written as &amp;quot;dont bank when turning&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!&lt;br /&gt;
*Can also be written as &amp;quot;dont clamp max velocity&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship.&lt;br /&gt;
*&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Use [[#.22disable_all_generic_impact_debris.22|&amp;quot;disable all generic impact debris&amp;quot;]] instead, which behaves identically. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;disable all generic impact debris&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Newer name for [[#.22no_impact_debris.22|&amp;quot;no impact debris&amp;quot;]]--turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;disable all generic explosion debris&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when a ship explodes. }}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=67858</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=67858"/>
		<updated>2026-11-11T01:36:25Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2025-08-23|8db0a44}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
{{Table250|&lt;br /&gt;
====+Rotation Magnitude Maximum:====&lt;br /&gt;
What the maximum resulting rotational velocity can be from a ship collision in degrees per second. Setting this to a value such as 360 (degrees/second) properly allows mods to have ships spin out if they have collision while not spinning out at wild speeds that look immersion breaking. If negative, then there is no limit to rotational velocity from collisions. Default is -1.0.&lt;br /&gt;
}}&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**These debris peices are temporary, noncollideable and are generated in randomizard positions and orientations.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship&#039;s primaries to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Secondary Aims at Flight Cursor:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*As above, but for secondaries as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect (impulse, aka change in momentum) when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Propagating Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for propagating explosions (the explosions that play while a ship is splitting apart). Mutually exclusive with $Propagating Expl Radius Multiplier!&lt;br /&gt;
*Vector-type effect host. Host radius is the cross-section of the splitting ship. Orientation is the ship-half&#039;s orientation; normal is &#039;up&#039; within the ship&#039;s frame of reference&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Death-Roll Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for death-roll explosions (the small explosions across a ship&#039;s surface that happen during the deathroll). Mutually exclusive with $Death-Roll Explosion Radius Mult!&lt;br /&gt;
*Effect host is the dying ship; normal is the &#039;outward&#039; vector from the ship&#039;s center to the explosion&#039;s position&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Death FX Explosion Effect:===&lt;br /&gt;
*[[Particle Effects|Particle effect]] for death FX explosions (the handful of medium-sized explosions that trigger a moment before the main explosion). Mutually exclusive with $Death FX Explosion Radius Mult!&lt;br /&gt;
*Effect host is the dying ship; normal is the &#039;outward&#039; vector from the ship&#039;s center to the explosion&#039;s position&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to hull debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shrapnel Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to shrapnel (small, non-hull) debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned when a piece of hull debris from this ship is destroyed. When set, it replaces the default fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shrapnel Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned when a piece of shrapnel debris from this ship is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Skip Death Roll Percent Chance:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].&lt;br /&gt;
*Values outside 0 to 100 generate a warning and are set to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Use [[#.24Skip_Death_Roll_Percent_Chance:|$Skip Death Roll Percent Chance:]] instead, which behaves identically. Only one of the two may be specified.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Allowed Firing Patterns for Dynamic Primary Linking:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the ship has dynamic primary linking enabled, defines the list of firing patterns which the player may cycle through using the appropriate control.&lt;br /&gt;
*This is optional. If not set, the only firing pattern available will be CYCLE FORWARD.&lt;br /&gt;
*Takes a list of patterns. The options are:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, for example, (&amp;quot;CYCLE FORWARD&amp;quot;, &amp;quot;CYCLE REVERSE&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be triggered when this ship&#039;s shields are hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Shield Impact Explosion&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Allows one or more strings, does not have a set limit.&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier. The strength of the emp effect ranges from 0-1, and this value will subtract from it, with 1 being completely immune.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Custom Strings===&lt;br /&gt;
{{Table242|&lt;br /&gt;
Defines a set of custom strings for this ship class, which can then be accessed through Lua scripts. There can be any number of $Name: entries. It requires a $end_custom_strings entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomStrings Lua Table.&lt;br /&gt;
====$Name:====&lt;br /&gt;
*The name of the custom string&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Value:====&lt;br /&gt;
*An arbitrary value, which can be used to group strings together&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+String:====&lt;br /&gt;
*The text of the custom string&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Multi-line String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====$end_custom_strings====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Strings list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] spawned at a subsystem of this ship when it is destroyed, for subsystems that do not define their own [[Subsystem#.24Subsystem_Death_Effect:|$Subsystem Death Effect:]]. When set, it replaces the default fireballs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to hull debris spawned from a subsystem of this ship, for subsystems that do not define their own [[Subsystem#.24Debris_Flame_Effect:|$Debris Flame Effect:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Default Subsystem Shrapnel Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to shrapnel debris spawned from a subsystem of this ship, for subsystems that do not define their own [[Subsystem#.24Shrapnel_Debris_Flame_Effect:|$Shrapnel Debris Flame Effect:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
*Can also be written as &amp;quot;no-collide&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot; or &amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot; or &amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot; or &amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed; game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a modelled shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.&lt;br /&gt;
*Can also be written as &amp;quot;dont bank when turning&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!&lt;br /&gt;
*Can also be written as &amp;quot;dont clamp max velocity&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship.&lt;br /&gt;
*&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Use [[#.22disable_all_generic_impact_debris.22|&amp;quot;disable all generic impact debris&amp;quot;]] instead, which behaves identically. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;disable all generic impact debris&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Newer name for [[#.22no_impact_debris.22|&amp;quot;no impact debris&amp;quot;]]--turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;disable all generic explosion debris&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when a ship explodes. }}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67857</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67857"/>
		<updated>2026-11-11T01:10:26Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2025-07-12|6921f55}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon initially starts firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the weapon is firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Note: This must be a 3d sound.}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon stops firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
*If used for beams, this will create an impact every 170ms or every frame with a 1/4th chance. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
{{Table190|&lt;br /&gt;
*A weapon_expl.tbl entry is no longer required.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters.&lt;br /&gt;
*Default: Half of the target&#039;s length width or depth, whichever is smallest.}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Asteroids and debris are now supported.&lt;br /&gt;
}}&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
{{Table250|&lt;br /&gt;
**Subsystem armor types are now recognized.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
{{Table250|&lt;br /&gt;
**+Armor Type can now be set to the string &#039;&#039;&#039;&#039;&#039;&#039;NO ARMOR&#039;&#039;&#039;&#039;&#039;&#039;, in which case the impact will play only if the target has no armor type.&lt;br /&gt;
*Several alternatives to Armor Type are now available:&lt;br /&gt;
*&#039;&#039;&#039;+Asteroid&#039;&#039;&#039;&lt;br /&gt;
**Sets the impact to play if the target is an asteroid. Mutually exclusive with +Armor Type, +Debris, and +Empty Space!&lt;br /&gt;
*&#039;&#039;&#039;+Debris&#039;&#039;&#039;&lt;br /&gt;
**Sets the impact to play if the target is a piece of debris. Mutually exclusive with +Armor Type, +Asteroid, and +Empty Space!&lt;br /&gt;
*&#039;&#039;&#039;+Empty Space&#039;&#039;&#039;&lt;br /&gt;
**Sets the impact to play if the weapon is detonating without a target. Mutually exclusive with +Armor Type, +Asteroid, and +Debris!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Max Damage/Hitpoints Ratio:&#039;&#039;&#039;&lt;br /&gt;
**In order for the impact to play, the weapon&#039;s damage divided by the target&#039;s hitpoints must be below this value. Hitpoints are calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to the highest possible float value.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Damage/Hitpoints Ratio:&#039;&#039;&#039;&lt;br /&gt;
**In order for the impact to play, the weapon&#039;s damage divided by the target&#039;s hitpoints must be above this value. Hitpoints are calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to the lowest possible float value.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table250|&lt;br /&gt;
*All health and angle thresholds now take [[Parsed random range]]s.&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Disable if player parent:&#039;&#039;&#039;&lt;br /&gt;
**If true, this impact will not play if the weapon (or its parent weapon, or grandparent, etc.) was fired by the player.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Disable on subsystem passthrough:&#039;&#039;&#039;&lt;br /&gt;
**Normally, if a weapon hits a subsystem and damage is transferred to the hull, conditional impacts associated with the hull&#039;s armor type will play. If this is true, that won&#039;t happen.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Laser Pokethrough Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**In cases where a laser is very long, it might visibly overpenetrate the target when it hits. In such cases, the [[Particle Effects|particle effect]] named here will be spawned at the laser&#039;s head point (in addition to any other effects spawned at the hit point), hopefully making the result less unnatural-looking.&lt;br /&gt;
**Optional&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
*&#039;&#039;&#039;+Laser Pokethrough Threshold:&#039;&#039;&#039;&lt;br /&gt;
**The distance the laser&#039;s head point must be from the hit point for the pokethrough effect to trigger, as a fraction of the laser length (taking curves into account).&lt;br /&gt;
**Optional; defaults to 1.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Disable Main On Pokethrough:&#039;&#039;&#039;&lt;br /&gt;
**Whether to disable this conditional impact&#039;s main effect if the pokethrough effect triggers.&lt;br /&gt;
**Optional; defaults to False&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Muzzle Particle Effect:&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for the muzzle warmup particles of this beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+PCount&#039;&#039;, &#039;&#039;+PRadius&#039;&#039;, &#039;&#039;+PAngle&#039;&#039; and &#039;&#039;+PAni&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 30000&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]] (will be applied every frame where the beam is colliding).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam (will be applied every frame with a beam that is strong / large enough to pierce through its target).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION AFTER OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the &amp;lt;tt&amp;gt;+Particle Count Per Spawn:&amp;lt;/tt&amp;gt; (or &amp;lt;tt&amp;gt;+Number:&amp;lt;/tt&amp;gt; for legacy particles) for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
**&#039;&#039;&#039;direct fire lead target&#039;&#039;&#039;, if the beam is direct fire (type 0), makes the beam aim for the target&#039;s predicted position when the beam initially starts warming up, allowing the target to &#039;dodge&#039; the beam.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
{{Table250|&lt;br /&gt;
**May be any positive number.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for this Pspew.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+Type&#039;&#039;, &#039;&#039;+Count&#039;&#039;, &#039;&#039;+Time&#039;&#039;, &#039;&#039;+Vel&#039;&#039;, &#039;&#039;+Radius&#039;&#039;, &#039;&#039;+Life&#039;&#039;, &#039;&#039;+Scale&#039;&#039;, &#039;&#039;+Z Scale&#039;&#039;, &#039;&#039;+Rotation Rate&#039;&#039;, &#039;&#039;+Offset&#039;&#039;, &#039;&#039;+Initial Velocity&#039;&#039; and &#039;&#039;+Bitmap&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=67856</id>
		<title>Modular curve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=67856"/>
		<updated>2026-11-11T00:22:24Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
Modular curves are an SCP feature which uses the curves defined in [[Curves.tbl]] to allow many different parameters to drive behaviors according to arbitrary curves -- for example, causing the brightness of a laser bolt to scale with its current velocity. Each modular curve entry has an &#039;&#039;&#039;input&#039;&#039;&#039; and an &#039;&#039;&#039;output&#039;&#039;&#039;, as well as the name of the curve to use. The input and output are always scalar floating-point numbers. The input corresponds to the curve&#039;s X axis, while the output corresponds to the Y axis. When the modular curve entry is queried, the system uses the input&#039;s current value as X, gets the corresponding Y value, and sets the value of the output to that.&lt;br /&gt;
&lt;br /&gt;
There are multiple different &#039;&#039;&#039;modular curve sets&#039;&#039;&#039; throughout FSO. Each curveset has a group of possible inputs and a group of possible outputs, depending on what&#039;s relevant for the circumstances. For example, a set of curves relating to weapons might have parameters like &amp;quot;weapon velocity&amp;quot; or &amp;quot;lifetime&amp;quot; as inputs, and parameters like &amp;quot;laser radius multiplier&amp;quot; or &amp;quot;turn rate multiplier&amp;quot; as outputs. Meanwhile, a curveset relating to ships might have inputs like &amp;quot;current health fraction&amp;quot; or &amp;quot;engine energy&amp;quot;, and outputs like &amp;quot;shield regen multiplier&amp;quot; or &amp;quot;speed multiplier&amp;quot;. Some curvesets are derived from other curvesets, which means that they inherit their parent curveset&#039;s inputs and outputs, but may add more inputs or outputs associated with specific circumstances.&lt;br /&gt;
&lt;br /&gt;
Any time a modular curveset is available, you may define as many entries as you like. It is permitted to have multiple entries with the same input/output pair. If multiple entries affect the same output, the different values will be multiplied together before being used.&lt;br /&gt;
&lt;br /&gt;
When constructing curves for use in modular entries, note that for multipliers, 1.0 is the value which has no effect on the underlying value, while for adders, 0.0 is the value that has no effect.&lt;br /&gt;
&lt;br /&gt;
The syntax for a modular curve entry is as follows:&lt;br /&gt;
&lt;br /&gt;
==$Entry Name:==&lt;br /&gt;
*The name of the type of modular curve this is, such as &amp;quot;Weapon Lifetime Curve&amp;quot; or &amp;quot;Particle Source Curve&amp;quot;, generally preceded by &amp;quot;$&amp;quot; and followed by &amp;quot;:&amp;quot;. For more details, see the page for whatever table you are working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Input:==&lt;br /&gt;
*Defines the input. A list of available input names can be found on the page for the table you&#039;re working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Output:==&lt;br /&gt;
*As above, but for the output!&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Curve:==&lt;br /&gt;
*Defines the curve to be used.&lt;br /&gt;
*&amp;quot;+Curve Name:&amp;quot; is also valid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of a curve defined in [[Curves.tbl]]&lt;br /&gt;
*Alternative Syntax: An [[Curves.tbl#Inline_Curves|inline curve]]&lt;br /&gt;
&lt;br /&gt;
==+Random Scaling Factor:==&lt;br /&gt;
*Multiplies the input by a randomized value when the curve is queried, effectively stretching or shrinking the curve along the X axis.&lt;br /&gt;
*In cases where a curve entry is associated with an entity -- like a weapon or a ship -- and will be repeatedly queried over the course of that entity&#039;s existence, as in the case of a curve being queried every frame over a weapon&#039;s lifetime, each entity&#039;s random value will be consistent over time and tracked individually. That is, each weapon will have a different random value, but a given weapon&#039;s value will remain the same for its entire lifetime.&lt;br /&gt;
*Defaults to 1.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Random Translation:==&lt;br /&gt;
*Adds a randomized value to the input when the curve is queried, effectively moving the curve along the X axis.&lt;br /&gt;
*Random values are consistent and tracked individually, as above.&lt;br /&gt;
*In combination with the scaling factor, useful for causing behavior to vary chaotically between entities.&lt;br /&gt;
*Optional. Defaults to 0.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Wraparound:==&lt;br /&gt;
*Any given curve has a lowest keyframe and a highest keyframe along the X axis. This parameter defines how the modular curve entry will behave when the input value is outside that range.&lt;br /&gt;
*If wraparound is off, input values below the lowest keyframe will use the lowest keyframe&#039;s Y value for the output, and input values above the highest keyframe will use the highest keyframe&#039;s value. In other words, the lowest and highest keyframes&#039; Y values stretch into infinity along the X axis.&lt;br /&gt;
*If wraparound is on, an input value exceeding the highest keyframed value will overflow and wrap around so as to remain within the defined range, and likewise, values which are too low will underflow. In essence, the range defined by the keyframes will be treated as repeating endlessly along the X axis.&lt;br /&gt;
*Wraparound can sometimes produce very unintuitive behavior. If your modular curve isn&#039;t acting the way you expect, check if the problem goes away when wraparound is off!&lt;br /&gt;
*Optional. Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, true or false (or yes or no)&lt;br /&gt;
&lt;br /&gt;
==Sample Entries==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Base Damage&lt;br /&gt;
	+Output: Laser Radius Mult&lt;br /&gt;
	+Curve Name: Curve_01&lt;br /&gt;
	+Wraparound: False&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Apparent Size&lt;br /&gt;
	+Output: Laser Length Mult&lt;br /&gt;
	+Curve Name: Curve_02&lt;br /&gt;
        +Random Scaling Factor: (0.5 2.5)&lt;br /&gt;
        +Random Translation: (-0.7 0.1)&lt;br /&gt;
        +Wraparound: True&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67307</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67307"/>
		<updated>2026-06-15T05:25:45Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: Undo revision 67306 by Kestrellius (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67306</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67306"/>
		<updated>2026-06-15T05:24:55Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* +Wraparound: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Ursa&amp;diff=66311</id>
		<title>GTB Ursa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Ursa&amp;diff=66311"/>
		<updated>2025-09-07T13:11:44Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}{{shipimage|image=[[Image:Gtbursa-old.jpg|300px]]|caption=The GTB Ursa}}The &#039;&#039;&#039;GTB &#039;&#039;Ursa&#039;&#039;&#039;&#039;&#039; was the heaviest Terran bomber in use during the [[The Great War|Great War]]. It boasted a vast amount of armor and weaponry, but it was the slowest and least maneuverable player-flyable ship in either game, and easily eliminated by an interceptor-type vessel. As the [[FreeSpace Reference Bible]] put it, &amp;quot;[t]hese ships cost more to make than it takes to buy a small moon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Ursa&#039;&#039; was developed shortly before the end of the Great War, but played an important part in Terran-Vasudan victory. A wing of &#039;&#039;Ursa&#039;&#039;-class bombers participated in the [[Destruction of the SD Lucifer|final attack on the SD &#039;&#039;Lucifer&#039;&#039;]]. The &#039;&#039;Ursa&#039;&#039; bomber was specifically designed to carry the [[GTM Harbinger]] bomb, which was previously reserved for planetary assaults.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Ursa is the first bomber designed specifically for the purpose of annihilating capital ships.  It carries a massive payload and is the only bomber in the GTA which can equip the Harbinger Bomb.  Strong shielding and hull make the Ursa very difficult to destroy.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTB Ursa is the slowest bomber in the GTVA fleet. What it lacks in speed, however, it more than makes up with its massive payload. The Ursa was the first GTVA bomber designed specifically to destroy capital ships. With a rack of Helios bombs, in addition to a standard complement of Hornet missiles and Prometheus cannon, a squadron of Ursas can take out a destroyer. Ursas have the highest shielding of any bomber, along with a GTVI-designed hyper-dense hull. These help ensure that the Ursa gets close enough to deliver its payload and possibly even survive the escape.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Designed to annihilate capital ships and cruisers.  Slow but offers unparalleled assault bombing capability.&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In the Latin language, &#039;&#039;ursa&#039;&#039; means &amp;quot;female bear.&amp;quot; The given name Ursula derives from this meaning. Ursa Major and Ursa Minor are also two real-life constellations. Their names are often translated into English as Great Bear and Small Bear, respectively.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Assault Bomber|Han-Ronald Corp.|Very Poor|5.5, 6.0, 6.0|45.0 - 60.0|90.0|Very Heavy|550|850|41}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[GTW Avenger|Avenger]]&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Avenger|Avenger]]&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW ML-16|ML-16 Laser]], [[GTW Disruptor|Disruptor]], [[GTW Avenger|Avenger]], [[GTW Flail|Flail]], [[GTW Prometheus|Prometheus]], [[GTW Leech Cannon|Leech Cannon]], [[GTW Shield Breaker|S-Breaker]]&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW Circe|Circe]], [[GTW Lamprey|Lamprey]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM MX-50|MX-50]]&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Synaptic|Synaptic]]&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Tsunami|Tsunami]]&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-50|MX-50]], [[GTM D-Missile|D-Missile]], [[GTM Fury|Fury]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Phoenix V|Phoenix V]], [[GTM Synaptic|Synaptic]], [[GTM Stiletto|Stiletto]], [[GTM Tsunami|Tsunami]], [[GTM Harbinger|Harbinger]], [[GTM EM Pulse|EM Pulse]], [[GTM Cluster Bomb|Cluster Bomb]]&lt;br /&gt;
| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]], [[GTM Piranha|Piranha]], [[GTM Stiletto II|Stiletto II]], [[GTM Infyrno|Infyrno]], [[GTM Cyclops|Cyclops]], [[GTM Helios|Helios]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 1&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTW Banshee|Banshee]]&lt;br /&gt;
| 1&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
[[Image:MVP-4 Ursa.jpg|thumb|right|360px||The GTB Ursa in FS2_Open 24.0.0 + MediaVPs 4.7.2]]&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: bomber05.pof&lt;br /&gt;
:Textures: bomber05-01(a/b/c), bomber05-02(a/b), thruster01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: bomber05-01, glass, Damage, Tercoc01&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gtbursa.jpg | GTB Ursa in FS2_Open 3.6.12&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;The Ursa is a heavy bomber. As such, you can expect it to dogfight poorly at best. Still, it is surprisingly capable in that situation... which essentially means it will last a tiny bit longer than raw shield and armor vs. enemy damage output numbers would seem to indicate. The turret&#039;s hopeless in FS1. A [[GTW Banshee|Banshee]] just doesn&#039;t cut it. In FS2 the turret has a [[GTW UD-8 Kayser|Kayser]], which isn&#039;t all that bad of a gun, but it still isn&#039;t going to help you much.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ursa has two primary mounts. One is a dual mount, centerline, under the nose. (In the weapons selection screen, the small twin &amp;quot;chin&amp;quot; weapon bank is actually on the bottom. The triple side-mounted bank is the top choice.) You want to put an all-purpose antifighter weapon there, because the other mount is impossible to effectively use against anything smaller than freighter-sized. Toss your anti-hull cannons for whacking turrets or smaller capital craft in the offset triple-gun rack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Good against heavily armored and armed warships, but only if the aforementioned warships&#039; fighter escort is completely or mostly destroyed. If there are a lot of fighters around, then you&#039;re screwed. The Ursa doesn&#039;t have the speed to escape from anything.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ursa&#039;s high amount of shielding and armor are, however, no protection against interceptors. It is also to be noted that the Ursa&#039;s (and all bombers&#039;) turrets do not fire upon marauding ships, but rather fire upon the bomber&#039;s current target, making it useless against multiple targets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While many people prefer this to the [[GTB Boanerges|Boanerges]], I do not.  Though the maneuverability is the same, the Ursa feels less maneuverable for some reason, and the 10 m/s speed difference seems to make a significant difference for me.  Also, the Ursa has a HUGE target profile, much larger than that of the Boanerges, so expect to take the full brunt of enemy fire, including flak, which will wear down you shields over time, even on lower difficulties.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that bomb capacity is not that great when compared to the [[Medusa]]. The Ursa can hold 15 [[Tsunami]]s, the Medusa can hold 13 (same for the [[Cyclops]]). However, it does have the advantage of being able to carry the [[Harbinger]] and the [[Helios]], as well as a wider variety of primary and secondary weapons. I&#039;d take the Medusa or [[Artemis]], unless you have the bigger bombs available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can actually use your primaries to defend yourself from some wandering fighters. Both banks filled with Prometheus S cannons is recommended. Its anti-capital firepower comes from its secondary banks. It&#039;s still huge and taken down easily on higher difficulty levels, but you can feel the difference in primary firepower nonetheless.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I find that if you put a [[GTW Maxim|Maxim]] in the first slot and load up on [[GTM Cyclops|Cyclops]], the Ursa is hands down the best ship in FS2 for destroying anything bigger than a cruiser.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I find the Ursa is the best bomber for a high-ping player when flying in multi. With high ping, it is very very hard to kill fighters; this is when the Ursa&#039;s heavy shields and the Kayser turret come in handy. The turret is especially good in those situations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the Ursa is overall much superior to the Boanerges, keep in mind that the Ursa&#039;s abysmal speed is its most glaring weakness. It&#039;ll take forever to escape from point-defenses, and if you try to, you&#039;ll find that at best, your shields will be severely damaged. It&#039;s usually better to simply turn and destroy the offending turret or flak gun rather than try to run. For this, the [[GTW Maxim|Maxim]] is the best choice.  Not only could you remove them from a distance, if you happen to forget one, it&#039;ll tear it apart. [[Trebuchet|Trebuchet]]s will work too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For all the hassle caused by that offset primary mount, the sheer concentration of power provided by three tightly-packed guns can ruin any fighter dumb enough to fly in a straight line for more than a couple seconds. If you&#039;re like me and you&#039;re &#039;&#039; better &#039;&#039;at aiming with those than with the chin mounts (for whatever bizarre reason), you can find yourself winning jousts with incoming fighters and scraping interceptors off your wingmates&#039; backs with surprising ease, and without having to touch your secondaries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary weapon compatibility is better than the Boanerges.  Having a bank of Tempests or Harpoons can make a big difference when trying to turn hostile fighters into expanding balls of gas.  The Boanerges cannot mount either of those.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An excellent bomber in FS1. Whether better at aiming with the chin guns or the tri-gun mount on the side, the Ursa is able to project the necessary firepower gun-wise to deal with assault fighters like Basilisks. Note as well that Ursas can additionally be played as anti-fighter missile boat across either game - they can carry 240 Hornets, 60 Interceptors, 96 Harpoons, or 192 Tornados. The ability to carry Harpoons, seemingly more effective for their space against lighter Shivan ships like the Dragon or Manticore, makes this preferable to the Boanerges in FS2, as does the ability to fit the Maxim to the tri-gun mount while still having the Kayser as chin guns to deal with enemy ships instead of being stuck with a single primary weapon the entire battle.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66212</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66212"/>
		<updated>2025-07-05T20:26:30Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* $Lifetime: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66211</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66211"/>
		<updated>2025-07-05T20:25:10Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* $Lifetime: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66210</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66210"/>
		<updated>2025-07-05T20:20:10Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* $Lifetime: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=66209</id>
		<title>Modular curve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=66209"/>
		<updated>2025-07-05T20:14:54Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
Modular curves are an SCP feature which uses the curves defined in [[Curves.tbl]] to allow many different parameters to drive behaviors according to arbitrary curves -- for example, causing the brightness of a laser bolt to scale with its current velocity. Each modular curve entry has an &#039;&#039;&#039;input&#039;&#039;&#039; and an &#039;&#039;&#039;output&#039;&#039;&#039;, as well as the name of the curve to use. The input and output are always scalar floating-point numbers. The input corresponds to the curve&#039;s X axis, while the output corresponds to the Y axis. When the modular curve entry is queried, the system uses the input&#039;s current value as X, gets the corresponding Y value, and sets the value of the output to that.&lt;br /&gt;
&lt;br /&gt;
There are multiple different &#039;&#039;&#039;modular curve sets&#039;&#039;&#039; throughout FSO. Each curveset has a group of possible inputs and a group of possible outputs, depending on what&#039;s relevant for the circumstances. For example, a set of curves relating to weapons might have parameters like &amp;quot;weapon velocity&amp;quot; or &amp;quot;lifetime&amp;quot; as inputs, and parameters like &amp;quot;laser radius multiplier&amp;quot; or &amp;quot;turn rate multiplier&amp;quot; as outputs. Meanwhile, a curveset relating to ships might have inputs like &amp;quot;current health fraction&amp;quot; or &amp;quot;engine energy&amp;quot;, and outputs like &amp;quot;shield regen multiplier&amp;quot; or &amp;quot;speed multiplier&amp;quot;. Some curvesets are derived from other curvesets, which means that they inherit their parent curveset&#039;s inputs and outputs, but may add more inputs or outputs associated with specific circumstances.&lt;br /&gt;
&lt;br /&gt;
Any time a modular curveset is available, you may define as many entries as you like. It is permitted to have multiple entries with the same input/output pair. If multiple entries affect the same output, the different values will be multiplied together before being used.&lt;br /&gt;
&lt;br /&gt;
When constructing curves for use in modular entries, note that for multipliers, 1.0 is the value which has no effect on the underlying value, while for adders, 0.0 is the value that has no effect.&lt;br /&gt;
&lt;br /&gt;
The syntax for a modular curve entry is as follows:&lt;br /&gt;
&lt;br /&gt;
==$Entry Name:==&lt;br /&gt;
*The name of the type of modular curve this is, such as &amp;quot;Weapon Lifetime Curve&amp;quot; or &amp;quot;Particle Source Curve&amp;quot;, generally preceded by &amp;quot;$&amp;quot; and followed by &amp;quot;:&amp;quot;. For more details, see the page for whatever table you are working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Input:==&lt;br /&gt;
*Defines the input. A list of available input names can be found on the page for the table you&#039;re working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Output:==&lt;br /&gt;
*As above, but for the output!&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Curve Name:==&lt;br /&gt;
*Defines the curve to be used.&lt;br /&gt;
*&amp;quot;+Curve:&amp;quot; is also valid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of a curve defined in [[Curves.tbl]]&lt;br /&gt;
&lt;br /&gt;
==+Random Scaling Factor:==&lt;br /&gt;
*Multiplies the input by a randomized value when the curve is queried, effectively stretching or shrinking the curve along the X axis.&lt;br /&gt;
*In cases where a curve entry is associated with an entity -- like a weapon or a ship -- and will be repeatedly queried over the course of that entity&#039;s existence, as in the case of a curve being queried every frame over a weapon&#039;s lifetime, each entity&#039;s random value will be consistent over time and tracked individually. That is, each weapon will have a different random value, but a given weapon&#039;s value will remain the same for its entire lifetime.&lt;br /&gt;
*Defaults to 1.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Random Translation:==&lt;br /&gt;
*Adds a randomized value to the input when the curve is queried, effectively moving the curve along the X axis.&lt;br /&gt;
*Random values are consistent and tracked individually, as above.&lt;br /&gt;
*In combination with the scaling factor, useful for causing behavior to vary chaotically between entities.&lt;br /&gt;
*Optional. Defaults to 0.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Wraparound:==&lt;br /&gt;
*Any given curve has a lowest keyframe and a highest keyframe along the X axis. This parameter defines how the modular curve entry will behave when the input value is outside that range.&lt;br /&gt;
*If wraparound is off, input values below the lowest keyframe will use the lowest keyframe&#039;s Y value for the output, and input values above the highest keyframe will use the highest keyframe&#039;s value. In other words, the lowest and highest keyframes&#039; Y values stretch into infinity along the X axis.&lt;br /&gt;
*If wraparound is on, an input value exceeding the highest keyframed value will overflow and wrap around so as to remain within the defined range, and likewise, values which are too low will underflow. In essence, the range defined by the keyframes will be treated as repeating endlessly along the X axis.&lt;br /&gt;
*Wraparound can sometimes produce very unintuitive behavior. If your modular curve isn&#039;t acting the way you expect, check if the problem goes away when wraparound is off!&lt;br /&gt;
*Optional. Defaults to true, God help us.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, true or false (or yes or no)&lt;br /&gt;
&lt;br /&gt;
==Sample Entries==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Base Damage&lt;br /&gt;
	+Output: Laser Radius Mult&lt;br /&gt;
	+Curve Name: Curve_01&lt;br /&gt;
	+Wraparound: False&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Apparent Size&lt;br /&gt;
	+Output: Laser Length Mult&lt;br /&gt;
	+Curve Name: Curve_02&lt;br /&gt;
        +Random Scaling Factor: (0.5 2.5)&lt;br /&gt;
        +Random Translation: (-0.7 0.1)&lt;br /&gt;
        +Wraparound: True&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=66208</id>
		<title>Modular curve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=66208"/>
		<updated>2025-07-05T20:13:48Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
Modular curves are an SCP feature which uses the curves defined in [[Curves.tbl]] to allow many different parameters to drive behaviors according to arbitrary curves -- for example, causing the brightness of a laser bolt to scale with its current velocity. Each modular curve entry has an &#039;&#039;&#039;input&#039;&#039;&#039; and an &#039;&#039;&#039;output&#039;&#039;&#039;, as well as the name of the curve to use. The input and output are always scalar floating-point numbers. The input corresponds to the curve&#039;s X axis, while the output corresponds to the Y axis. When the modular curve entry is queried, the system uses the input&#039;s current value as X, gets the corresponding Y value, and sets the value of the output to that.&lt;br /&gt;
&lt;br /&gt;
There are multiple different &#039;&#039;&#039;modular curve sets&#039;&#039;&#039; throughout FSO. Each curveset has a group of possible inputs and a group of possible outputs, depending on what&#039;s relevant for the circumstances. For example, a set of curves relating to weapons might have parameters like &amp;quot;weapon velocity&amp;quot; or &amp;quot;lifetime&amp;quot; as inputs, and parameters like &amp;quot;laser radius multiplier&amp;quot; or &amp;quot;turn rate multiplier&amp;quot; as outputs. Meanwhile, a curveset relating to ships might have inputs like &amp;quot;current health fraction&amp;quot; or &amp;quot;engine energy&amp;quot;, and outputs like &amp;quot;shield regen multiplier&amp;quot; or &amp;quot;speed multiplier&amp;quot;. Some curvesets are derived from other curvesets, which means that they inherit their parent curveset&#039;s inputs and outputs, but may add more inputs or outputs associated with specific circumstances.&lt;br /&gt;
&lt;br /&gt;
Any time a modular curveset is available, you may define as many entries as you like. It is permitted to have multiple entries with the same input/output pair. Most outputs are multipliers for some underlying value, so if multiple entries have the same output, the values will usually be multiplied together before being applied. However, some outputs are added to an underlying value, in which case the multiple outputs will be added together. A few outputs simply set a value; for these, the last entry defined will determine the value, and prior entries with that output will have no effect.&lt;br /&gt;
&lt;br /&gt;
When constructing curves for use in modular entries, note that for multipliers, 1.0 is the value which has no effect on the underlying value, while for adders, 0.0 is the value that has no effect.&lt;br /&gt;
&lt;br /&gt;
The syntax for a modular curve entry is as follows:&lt;br /&gt;
&lt;br /&gt;
==$Entry Name:==&lt;br /&gt;
*The name of the type of modular curve this is, such as &amp;quot;Weapon Lifetime Curve&amp;quot; or &amp;quot;Particle Source Curve&amp;quot;, generally preceded by &amp;quot;$&amp;quot; and followed by &amp;quot;:&amp;quot;. For more details, see the page for whatever table you are working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Input:==&lt;br /&gt;
*Defines the input. A list of available input names can be found on the page for the table you&#039;re working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Output:==&lt;br /&gt;
*As above, but for the output!&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Curve Name:==&lt;br /&gt;
*Defines the curve to be used.&lt;br /&gt;
*&amp;quot;+Curve:&amp;quot; is also valid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of a curve defined in [[Curves.tbl]]&lt;br /&gt;
&lt;br /&gt;
==+Random Scaling Factor:==&lt;br /&gt;
*Multiplies the input by a randomized value when the curve is queried, effectively stretching or shrinking the curve along the X axis.&lt;br /&gt;
*In cases where a curve entry is associated with an entity -- like a weapon or a ship -- and will be repeatedly queried over the course of that entity&#039;s existence, as in the case of a curve being queried every frame over a weapon&#039;s lifetime, each entity&#039;s random value will be consistent over time and tracked individually. That is, each weapon will have a different random value, but a given weapon&#039;s value will remain the same for its entire lifetime.&lt;br /&gt;
*Defaults to 1.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Random Translation:==&lt;br /&gt;
*Adds a randomized value to the input when the curve is queried, effectively moving the curve along the X axis.&lt;br /&gt;
*Random values are consistent and tracked individually, as above.&lt;br /&gt;
*In combination with the scaling factor, useful for causing behavior to vary chaotically between entities.&lt;br /&gt;
*Optional. Defaults to 0.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Wraparound:==&lt;br /&gt;
*Any given curve has a lowest keyframe and a highest keyframe along the X axis. This parameter defines how the modular curve entry will behave when the input value is outside that range.&lt;br /&gt;
*If wraparound is off, input values below the lowest keyframe will use the lowest keyframe&#039;s Y value for the output, and input values above the highest keyframe will use the highest keyframe&#039;s value. In other words, the lowest and highest keyframes&#039; Y values stretch into infinity along the X axis.&lt;br /&gt;
*If wraparound is on, an input value exceeding the highest keyframed value will overflow and wrap around so as to remain within the defined range, and likewise, values which are too low will underflow. In essence, the range defined by the keyframes will be treated as repeating endlessly along the X axis.&lt;br /&gt;
*Wraparound can sometimes produce very unintuitive behavior. If your modular curve isn&#039;t acting the way you expect, check if the problem goes away when wraparound is off!&lt;br /&gt;
*Optional. Defaults to true, God help us.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, true or false (or yes or no)&lt;br /&gt;
&lt;br /&gt;
==Sample Entries==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Base Damage&lt;br /&gt;
	+Output: Laser Radius Mult&lt;br /&gt;
	+Curve Name: Curve_01&lt;br /&gt;
	+Wraparound: False&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Apparent Size&lt;br /&gt;
	+Output: Laser Length Mult&lt;br /&gt;
	+Curve Name: Curve_02&lt;br /&gt;
        +Random Scaling Factor: (0.5 2.5)&lt;br /&gt;
        +Random Translation: (-0.7 0.1)&lt;br /&gt;
        +Wraparound: True&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66202</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66202"/>
		<updated>2025-07-05T06:15:56Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored. Is a value setter, not a multiplier; if multiple entries have this output, all but the last will be overwritten.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Is an adder, not a multiplier; if multiple entries have this output, they will be added together. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=66201</id>
		<title>Modular curve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=66201"/>
		<updated>2025-07-05T05:27:27Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: Created page with &amp;quot;{{SCP_table}} {{TableVersionGit|2024-12-10|228fd17}}  {{Table250| Modular curves are an SCP feature which uses the curves defined in Curves.tbl to allow many different par...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
Modular curves are an SCP feature which uses the curves defined in [[Curves.tbl]] to allow many different parameters to drive behaviors according to arbitrary two-dimensional curves. Each modular curve entry has an &#039;&#039;&#039;input&#039;&#039;&#039; and an &#039;&#039;&#039;output&#039;&#039;&#039;, as well as the name of the curve to use. The input and output are always scalar floating-point numbers. The input corresponds to the curve&#039;s X axis, while the output corresponds to the Y axis. When the modular curve entry is queried, the system uses the input&#039;s current value as X, gets the corresponding Y value, and sets the value of the output to that.&lt;br /&gt;
&lt;br /&gt;
There are multiple different &#039;&#039;&#039;modular curve sets&#039;&#039;&#039; throughout FSO. Each curveset has a group of possible inputs and a group of possible outputs, depending on what&#039;s relevant for the circumstances. For example, a set of curves relating to weapons might have parameters like &amp;quot;weapon velocity&amp;quot; or &amp;quot;lifetime&amp;quot; as inputs, and parameters like &amp;quot;laser radius multiplier&amp;quot; or &amp;quot;turn rate multiplier&amp;quot; as outputs. Meanwhile, a curveset relating to ships might have inputs like &amp;quot;current health fraction&amp;quot; or &amp;quot;engine energy&amp;quot;, and outputs like &amp;quot;shield regen multiplier&amp;quot; or &amp;quot;speed multiplier&amp;quot;. Some curvesets are derived from other curvesets, which means that they inherit their parent curveset&#039;s inputs and outputs, but may add more inputs or outputs associated with specific circumstances.&lt;br /&gt;
&lt;br /&gt;
Any time a modular curveset is available, you may define as many entries as you like. It is permitted to have multiple entries with the same input/output pair. Most outputs are multipliers for some underlying value, so if multiple entries have the same output, the values will usually be multiplied together before being applied. However, some outputs are added to an underlying value, in which case the multiple outputs will be added together. A few outputs simply set a value; for these, the last entry defined will determine the value, and prior entries with that output will have no effect.&lt;br /&gt;
&lt;br /&gt;
When constructing curves for use in modular entries, note that for multipliers, 1.0 is the value which has no effect on the underlying value, while for adders, 0.0 is the value that has no effect.&lt;br /&gt;
&lt;br /&gt;
The syntax for a modular curve entry is as follows:&lt;br /&gt;
&lt;br /&gt;
==$Entry Name:==&lt;br /&gt;
*The name of the type of modular curve this is, such as &amp;quot;Weapon Lifetime Curve&amp;quot; or &amp;quot;Particle Source Curve&amp;quot;, generally preceded by &amp;quot;$&amp;quot; and followed by &amp;quot;:&amp;quot;. For more details, see the page for whatever table you are working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Input:==&lt;br /&gt;
*Defines the input. A list of available input names can be found on the page for the table you&#039;re working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Output:==&lt;br /&gt;
*As above, but for the output!&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Curve Name:==&lt;br /&gt;
*Defines the curve to be used.&lt;br /&gt;
*&amp;quot;+Curve:&amp;quot; is also valid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of a curve defined in [[Curves.tbl]]&lt;br /&gt;
&lt;br /&gt;
==+Random Scaling Factor:==&lt;br /&gt;
*Multiplies the input by a randomized value when the curve is queried, effectively stretching or shrinking the curve along the X axis.&lt;br /&gt;
*In cases where a curve entry is associated with an entity -- like a weapon or a ship -- and will be repeatedly queried over the course of that entity&#039;s existence, as in the case of a curve being queried every frame over a weapon&#039;s lifetime, each entity&#039;s random value will be consistent over time and tracked individually. That is, each weapon will have a different random value, but a given weapon&#039;s value will remain the same for its entire lifetime.&lt;br /&gt;
*Defaults to 1.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Random Translation:==&lt;br /&gt;
*Adds a randomized value to the input when the curve is queried, effectively moving the curve along the X axis.&lt;br /&gt;
*Random values are consistent and tracked individually, as above.&lt;br /&gt;
*In combination with the scaling factor, useful for causing behavior to vary chaotically between entities.&lt;br /&gt;
*Optional. Defaults to 0.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Wraparound:==&lt;br /&gt;
*Any given curve has a lowest keyframe and a highest keyframe along the X axis. This parameter defines how the modular curve entry will behave when the input value is outside that range.&lt;br /&gt;
*If wraparound is off, input values below the lowest keyframe will use the lowest keyframe&#039;s Y value for the output, and input values above the highest keyframe will use the highest keyframe&#039;s value. In other words, the lowest and highest keyframes&#039; Y values stretch into infinity along the X axis.&lt;br /&gt;
*If wraparound is on, an input value exceeding the highest keyframed value will overflow and wrap around so as to remain within the defined range, and likewise, values which are too low will underflow. In essence, the range defined by the keyframes will be treated as repeating endlessly along the X axis.&lt;br /&gt;
*Wraparound can sometimes produce very unintuitive behavior. If your modular curve isn&#039;t acting the way you expect, check if the problem goes away when wraparound is off!&lt;br /&gt;
*Optional. Defaults to true, God help us.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, true or false (or yes or no)&lt;br /&gt;
&lt;br /&gt;
==Sample Entries==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Base Damage&lt;br /&gt;
	+Output: Laser Radius Mult&lt;br /&gt;
	+Curve Name: Curve_01&lt;br /&gt;
	+Wraparound: False&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Apparent Size&lt;br /&gt;
	+Output: Laser Length Mult&lt;br /&gt;
	+Curve Name: Curve_02&lt;br /&gt;
        +Random Scaling Factor: (0.5 2.5)&lt;br /&gt;
        +Random Translation: (-0.7 0.1)&lt;br /&gt;
        +Wraparound: True&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66198</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66198"/>
		<updated>2025-07-04T04:07:12Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-11-13|d6b444c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Allowed Firing Patterns for Dynamic Primary Linking:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the ship has dynamic primary linking enabled, defines the list of firing patterns which the player may cycle through using the appropriate control.&lt;br /&gt;
*This is optional. If not set, the only firing pattern available will be CYCLE FORWARD.&lt;br /&gt;
*Takes a list of patterns. The options are:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, for example, (&amp;quot;CYCLE FORWARD&amp;quot;, &amp;quot;CYCLE REVERSE&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Allows one or more strings, does not have a set limit.&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot; or &amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot; or &amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot; or &amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed; game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a modelled shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66197</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66197"/>
		<updated>2025-07-04T03:55:58Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-11-13|d6b444c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sounds.tbl&amp;diff=65848</id>
		<title>Sounds.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sounds.tbl&amp;diff=65848"/>
		<updated>2024-09-20T20:09:57Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-8-26|91a673a}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;sounds.tbl&#039;&#039;&#039; is a file for defining the various sounds played ingame.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-snd.tbm&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table file consists of several sections&lt;br /&gt;
*First section defines the sound for the actual game play. It begins at &#039;&#039;&#039;#Game Sounds Start&#039;&#039;&#039; and ends at&#039;&#039;&#039;#Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
*Second section defines the interface sounds. It starts at &#039;&#039;&#039;#Interface Sounds Start&#039;&#039;&#039; and ends at &#039;&#039;&#039;#Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
*Third section defines the flyby sounds for different species. It begins at &#039;&#039;&#039;#Flyby Sounds Start&#039;&#039;&#039; and ends at &#039;&#039;&#039;#Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
*This table has three possible syntaxes. The &amp;quot;Sound set&amp;quot; syntax allows to use multiple sounds. The &amp;quot;SCP Syntax&amp;quot; was introduced as a general improvement over the retail Syntax and is very similar to the sound set syntax.&lt;br /&gt;
**The Sound set syntax allows to specify multiple sound files for one sound entry and also has a wider variety of options for specifying how the sound should be played. This syntax is based on the SCP syntax and it should be easy to adapt sound entries that use the SCP syntax to the new sound set syntax. This is only required if the new features of the sound set changes are to be used. Otherwise the SCP syntax can be used.&lt;br /&gt;
**The SCP Syntax is an improvement of the retail syntax whis is easier to read, and likely preferred for modular tables and extendability.&lt;br /&gt;
**The Retail Syntax is the syntax used by the retail tables which was kept in place to keep retail compatibility&lt;br /&gt;
*Most of the sounds are hardcoded in the engine (that is, the engine expects sound 33 to be the missile rearm sound, as an example). Modders should follow the retail table layout, and not assign sound numbers smaller than 250 to their custom sounds. This avoids index collisions.&lt;br /&gt;
&lt;br /&gt;
==Sound set syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If this syntax is in use then the new sound set features can be used. These include the ability to use multiple sound files for one entry and with this feature it is possible to randomize the volume and pitch values when a sound is played. Compared to the SCP syntax there are only a few changes: Instead of &#039;&#039;+Filename&#039;&#039; this now uses &#039;&#039;+Entry&#039;&#039; and allows using that option as often as needed. The &#039;&#039;+Volume&#039;&#039; option accepts a random range for possible values and the &#039;&#039;+Pitch&#039;&#039; option is new.&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file (&#039;&#039;&#039;Second&#039;&#039;&#039; value) can be replaced with &#039;empty&#039; if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds&lt;br /&gt;
*All the other in-flight sounds are, in general, 3D sounds&lt;br /&gt;
*Non-3D sounds do not require the &#039;&#039;&#039;+3D Sound&#039;&#039;&#039; entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: 6&lt;br /&gt;
    +Entry: breakup&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.60)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 100&lt;br /&gt;
        +Attenuation end: 800&lt;br /&gt;
    +Priority: High&lt;br /&gt;
    +Limit: 3&lt;br /&gt;
    +Pitch: (1.0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Warning|&lt;br /&gt;
Unlike most other tables, existing entries cannot be overwritten/modified without the presence of &#039;&#039;&#039;+nocreate&#039;&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the &#039;&#039;+Entry&#039;&#039; list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**&#039;&#039;&#039;sequential&#039;&#039;&#039;: The entry will be chosen sequentially from the list. &#039;&#039;&#039;Note:&#039;&#039;&#039; The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**&#039;&#039;&#039;random&#039;&#039;&#039;: An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;sequential&#039;&#039;&#039; or &#039;&#039;&#039;random&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by &#039;&#039;&#039;+Attenuation Start:&#039;&#039;&#039; and &#039;&#039;&#039;+Attenuation End:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Priority:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Limit:&lt;br /&gt;
*Specifies the priority of this sound when enhanced sound is used&lt;br /&gt;
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*For valid values, see the table below. Values are not case-sensitive.&lt;br /&gt;
*See the [[Enhanced sound]] page for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Value         Meaning&lt;br /&gt;
-----         -------&lt;br /&gt;
Must Play     Absolutely must play&lt;br /&gt;
High          Very important&lt;br /&gt;
Medium-High   Important&lt;br /&gt;
Medium        Somewhat important&lt;br /&gt;
Medium-Low    Only a little important&lt;br /&gt;
Low           Not important&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Limit:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Priority:&lt;br /&gt;
*Specifies how many instances of the sound can play at the same time&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*Must be in the range 1 - 15&lt;br /&gt;
{{Table222| &lt;br /&gt;
*Limit can now be set as high as 255&lt;br /&gt;
}}&lt;br /&gt;
*See the [[Enhanced sound]] page for more information,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. You may specify &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039; properties, but they will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: CraneSound1&lt;br /&gt;
    +Entry: Crane_1&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the &#039;&#039;+Entry&#039;&#039; list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**&#039;&#039;&#039;sequential&#039;&#039;&#039;: The entry will be chosen sequentially from the list. &#039;&#039;&#039;Note:&#039;&#039;&#039; The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**&#039;&#039;&#039;random&#039;&#039;&#039;: An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;sequential&#039;&#039;&#039; or &#039;&#039;&#039;random&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.5 1.0)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.9 1.1)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds.&lt;br /&gt;
*Each flyby sound is defined on a line that begins with the species name (&#039;&#039;&#039;String&#039;&#039;&#039;, species name, eg. &#039;&#039;&#039;$Terran:&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;THE FLYBY SECTION CANNOT USE +nocreate&#039;&#039;&#039;&lt;br /&gt;
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;&#039;$SPECIES:&#039;&#039;&#039; in the place of &#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example Terran Section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Terran: 0&lt;br /&gt;
    +Entry: T_flyby1&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.75)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&lt;br /&gt;
$Terran: 1&lt;br /&gt;
    +Entry: T_flyby2&lt;br /&gt;
    +Cycle type: sequential&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: (0.75)&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*&#039;&#039;&#039;$Name&#039;&#039;&#039; must be replaced with &#039;&#039;&#039;$SPECIES&#039;&#039;&#039; as from the [[Species_defs.tbl]]&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*In this case it will usually be a &#039;&#039;&#039;1&#039;&#039;&#039; or a &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Entry:====&lt;br /&gt;
*The name of the actual sound file. This option may appear more than once if multiple sound files should be used for this sound entry.&lt;br /&gt;
*Always required once, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used then sound files can only be added to the sound but no other modification is available.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Cycle type:====&lt;br /&gt;
*Specifies how the next sound entry should be chosen from the &#039;&#039;+Entry&#039;&#039; list&lt;br /&gt;
*Required, optional if +nocreate is used&lt;br /&gt;
*May use one of the following modes:&lt;br /&gt;
**&#039;&#039;&#039;sequential&#039;&#039;&#039;: The entry will be chosen sequentially from the list. &#039;&#039;&#039;Note:&#039;&#039;&#039; The sequence of played sounds is determined globally so if there are two sound sources using the same entry then the sounds may appear as missing parts for either source since the other source used that entry before.&lt;br /&gt;
**&#039;&#039;&#039;random&#039;&#039;&#039;: An entry is chosen uniformly at random from the entries list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;sequential&#039;&#039;&#039; or &#039;&#039;&#039;random&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a random range between 0 and 1. The actual volume will be picked within that range whenever a sound is played&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.5 1.0)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by &#039;&#039;&#039;+Attenuation Start:&#039;&#039;&#039; and &#039;&#039;&#039;+Attenuation End:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Pitch:====&lt;br /&gt;
*Specifies which pitch values the sound may be assigned&lt;br /&gt;
*Optional, defaults to 1.0&lt;br /&gt;
*This is a random range which specifies the possible pitch values the sound may be assigned&lt;br /&gt;
*The actual effect of these values is very complicated to describe so you should simply test to check which values sound well. A value of 1.0 plays the sound without any changes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, example: &#039;&#039;(0.9 1.1)&#039;&#039;. It is also valid to only specify one value if there should be no randomization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SCP Syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file (&#039;&#039;&#039;Second&#039;&#039;&#039; value) can be replaced with &#039;empty&#039; if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds&lt;br /&gt;
*All the other in-flight sounds are, in general, 3D sounds&lt;br /&gt;
*Non-3D sounds do not require the &#039;&#039;&#039;+3D Sound&#039;&#039;&#039; entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: 6&lt;br /&gt;
    +Filename: breakup&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.60&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 100&lt;br /&gt;
        +Attenuation end: 800&lt;br /&gt;
    +Priority: High&lt;br /&gt;
    +Limit: 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Always required, even if +nocreate is used.&lt;br /&gt;
*To specify no sound file, use &amp;quot;empty&amp;quot; (without the quotes)&lt;br /&gt;
*If +nocreate is used and you don&#039;t want to change the original filename, then use &amp;lt;same&amp;gt; (including the &amp;lt;&amp;gt;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Optional if +nocreate is used, required otherwise&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by &#039;&#039;&#039;+Attenuation Start:&#039;&#039;&#039; and &#039;&#039;&#039;+Attenuation End:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Priority:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Limit:&lt;br /&gt;
*Specifies the priority of this sound when enhanced sound is used&lt;br /&gt;
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*For valid values, see the table below. Values are not case-sensitive.&lt;br /&gt;
*See the [[Enhanced sound]] page for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Value         Meaning&lt;br /&gt;
-----         -------&lt;br /&gt;
Must Play     Absolutely must play&lt;br /&gt;
High          Very important&lt;br /&gt;
Medium-High   Important&lt;br /&gt;
Medium        Somewhat important&lt;br /&gt;
Medium-Low    Only a little important&lt;br /&gt;
Low           Not important&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Limit:====&lt;br /&gt;
*Optional, for use with [[Enhanced sound|enhanced sound]]&lt;br /&gt;
*Can be used with or without an accompanying +Priority:&lt;br /&gt;
*Specifies how many instances of the sound can play at the same time&lt;br /&gt;
*overrides the engine default value&lt;br /&gt;
*Must be in the range 1 - 15&lt;br /&gt;
*See the [[Enhanced sound]] page for more information,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. You may specify &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039; properties, but they will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Name: CraneSound1&lt;br /&gt;
    +Filename: Crane_1&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*If +nocreate is to be used, it must come after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
*Allows editing of the sound without creating a new sound handle&lt;br /&gt;
*Must be placed after &#039;&#039;&#039;$Name:&#039;&#039;&#039; and before the &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Example&lt;br /&gt;
**&amp;lt;pre&amp;gt;$Name: +nocreate SoundName&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds.&lt;br /&gt;
*Each flyby sound is defined on a line that begins with the species name (&#039;&#039;&#039;String&#039;&#039;&#039;, species name, eg. &#039;&#039;&#039;$Terran:&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;THE FLYBY SECTION CANNOT USE +nocreate&#039;&#039;&#039;&lt;br /&gt;
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;&#039;$SPECIES:&#039;&#039;&#039; in the place of &#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example Terran Section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Terran: 0&lt;br /&gt;
    +Filename: T_flyby1&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.75&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&lt;br /&gt;
$Terran: 1&lt;br /&gt;
    +Filename: T_flyby2&lt;br /&gt;
    +Preload: no&lt;br /&gt;
    +Volume: 0.75&lt;br /&gt;
    +3D Sound:&lt;br /&gt;
        +Attenuation start: 200&lt;br /&gt;
        +Attenuation end: 400&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*&#039;&#039;&#039;$Name&#039;&#039;&#039; must be replaced with &#039;&#039;&#039;$SPECIES&#039;&#039;&#039; as from the [[Species_defs.tbl]]&lt;br /&gt;
*Specifies the sound handle which FSO will use to identify the sound from other tables&lt;br /&gt;
*In this case it will usually be a &#039;&#039;&#039;1&#039;&#039;&#039; or a &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Warning|&lt;br /&gt;
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Filename:====&lt;br /&gt;
*The name of the actual sound file to play&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Preload:====&lt;br /&gt;
*Specifies whether FSO should always preload the sound before the mission or not&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Volume:====&lt;br /&gt;
*Specifies the volume the sound should be played at as a percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+3D Sound:====&lt;br /&gt;
*Sets up table syntax for specifying 3D sound options&lt;br /&gt;
*If present the sound will be loaded as a 3D sound&lt;br /&gt;
*No argument should be specified&lt;br /&gt;
*Must be accompanied by &#039;&#039;&#039;+Attenuation Start:&#039;&#039;&#039; and &#039;&#039;&#039;+Attenuation End:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Start:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it begins to attenuate&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Attenuation End:====&lt;br /&gt;
*Defines the distance from the origin of the 3D sound where it is inaudible&lt;br /&gt;
*Must be preceded by &#039;&#039;&#039;+3D Sound:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Retail Syntax==&lt;br /&gt;
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}&lt;br /&gt;
&lt;br /&gt;
In most entries, the name of the file (&#039;&#039;&#039;Second&#039;&#039;&#039; value) can be replaced with &#039;empty&#039; if the particular sound index is not in use.&lt;br /&gt;
&lt;br /&gt;
===#Game Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds that ought to be of type &#039;0&#039;, however all the other in-flight sounds are in general 3D sounds and ought to of type &#039;1&#039; (or type &#039;2&#039;).&lt;br /&gt;
*Type 0 sounds do not require the &#039;&#039;&#039;Sixth&#039;&#039;&#039; and &#039;&#039;&#039;Seventh&#039;&#039;&#039; entries.&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;$Name:&#039;&#039; and has seven entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; value is the index number of the sound (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;, filename).&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value sets the sound type to either standard sound (type &#039;0&#039;), 3D stereo sound (type &#039;1&#039;), or Aureal A3D (type &#039;2&#039;). This defaults to 3D stereo if it is not available (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
***&#039;&#039;&#039;Sixth&#039;&#039;&#039; value defines the distance from the origin of 3D sound where it begins to attenuate and is not used with normal non-3D sounds (type 0)(&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
***&#039;&#039;&#039;Seventh&#039;&#039;&#039; value sets the distance from the origin of the 3D sound where it is inaudible and is not used with normal non-3D sounds (type 0)(&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Interface Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Interface sounds are not 3D sounds. Use type &#039;0&#039; sounds. The &#039;&#039;&#039;Sixth&#039;&#039;&#039; and &#039;&#039;&#039;Seventh&#039;&#039;&#039; entries can be left out of sounds in this section.&lt;br /&gt;
&lt;br /&gt;
Example Line&lt;br /&gt;
&amp;lt;pre&amp;gt;$Name: 26 Crane_1.wav, 0, 0.50, 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;$Name:&#039;&#039; and has five entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; value is the index number of the sound (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;, filename or &#039;&#039;&#039;Empty&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value sets the sound type to either standard sound (type &#039;0&#039;), 3D stereo sound (type &#039;1&#039;), or Aureal A3D (type &#039;2&#039;). This defaults to 3D stereo if it is not available (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Flyby Sounds Start===&lt;br /&gt;
Notes&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds of type &#039;1&#039; for the &#039;&#039;&#039;Fifth&#039;&#039;&#039; value.&lt;br /&gt;
*Each flyby sound is defined on a single line that begins with the species name (&#039;&#039;&#039;String&#039;&#039;&#039;, species name, eg. &#039;&#039;&#039;$Terran:&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Retail flyby section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Flyby Sounds Start&lt;br /&gt;
&lt;br /&gt;
$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * Shivan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * Shivan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
#Flyby Sounds End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Line starts with &#039;&#039;$SPECIES:&#039;&#039; and has seven entries separated by commas except for the first and second entries.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; value is the label of the flyby sound, usually 0 for the first (small-ship) entry and 1 for the second (large-ship)entry. (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;, filename).&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value sets the sound type and should be set to 3D stereo sound (type &#039;1&#039;) (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
***&#039;&#039;&#039;Sixth&#039;&#039;&#039; value defines the distance from the origin of 3D sound where it begins to attenuate (type 0)(&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
***&#039;&#039;&#039;Seventh&#039;&#039;&#039; value sets the distance from the origin of the 3D sound where it is inaudible (type 0)(&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section ends with #Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table372|&lt;br /&gt;
==Sound Environments==&lt;br /&gt;
*Allows defining custom EFX sound effects (reverb) as well as changing the default. You can then select these in FRED2, under Mission Specs - Sound Environment. Fred2 already has a bunch of default ones coded in.&lt;br /&gt;
}}&lt;br /&gt;
===#Sound Environments Start===&lt;br /&gt;
====$Name:====&lt;br /&gt;
*Lets you define a name for this preset. &lt;br /&gt;
*If it&#039;s &amp;quot;Default&amp;quot;, it&#039;ll be applied in all missions that don&#039;t define their own.&lt;br /&gt;
====$Template:====&lt;br /&gt;
*Lets you set the EAX template which will act as a default for all subsequent settings. &lt;br /&gt;
*The default setting in FSO is &amp;quot;Hangar&amp;quot;. &lt;br /&gt;
*[https://github.com/kcat/openal-soft/blob/master/include/AL/efx-presets.h The default presets available in OpenAL-Soft can be found here.] Please note that not all of them are implemented (anything not listed below the default section).&lt;br /&gt;
*For easy editing, simply set a template and +gain.&lt;br /&gt;
*[https://usermanual.wiki/Pdf/Effects20Extension20Guide.90272296/view#95 The EAX Reverb manual contains detailed explenations of what all of these do if you want to fine tune them]&lt;br /&gt;
{{Note|&lt;br /&gt;
*All Subsequent settings are optional. &lt;br /&gt;
*Their defaults are defined by $Template:}}&lt;br /&gt;
=====+Density=====&lt;br /&gt;
*range: 0.0 - 1.0&lt;br /&gt;
=====+Diffusion:=====&lt;br /&gt;
*linear multiplier&lt;br /&gt;
*range: 0.0 - 1.0&lt;br /&gt;
=====+Gain:=====&lt;br /&gt;
*gain/volume&lt;br /&gt;
*linear gain&lt;br /&gt;
*range: 0.0 - 1.0&lt;br /&gt;
=====+Gain HF:=====&lt;br /&gt;
*high frequency gain&lt;br /&gt;
*linear gain&lt;br /&gt;
*range: 0.0 - 1.0&lt;br /&gt;
=====+Gain LF:=====&lt;br /&gt;
*low frequency gain&lt;br /&gt;
*linear gain&lt;br /&gt;
*range: 0.0 - 1.0&lt;br /&gt;
=====+Decay time:=====&lt;br /&gt;
*deacy&lt;br /&gt;
*seconds&lt;br /&gt;
*range: 0.1 - 20&lt;br /&gt;
=====+Decay HF Ratio=====&lt;br /&gt;
*high frequency decay multiplier (damping)&lt;br /&gt;
*linear multiplier&lt;br /&gt;
*range: 0.1 - 20&lt;br /&gt;
=====+Decay LF Ratio=====&lt;br /&gt;
*low frequency decay multiplier&lt;br /&gt;
*linear multiplier&lt;br /&gt;
*range: 0.1 - 20&lt;br /&gt;
=====+reflections gain=====&lt;br /&gt;
*linear gain&lt;br /&gt;
*range: 0.0 - 3.16&lt;br /&gt;
=====+Reflections Delay:=====&lt;br /&gt;
*seconds&lt;br /&gt;
*range: 0.0 - 0.3&lt;br /&gt;
=====+Reflactions Pan:=====&lt;br /&gt;
*vector (0.0, 0.0, 0.0)&lt;br /&gt;
*magnitude&lt;br /&gt;
*range(s): 0.0 - 1.0&lt;br /&gt;
=====+Late Reverb Gain:=====&lt;br /&gt;
*linear gain&lt;br /&gt;
*range: 0.0 - 10.0&lt;br /&gt;
=====+Late Reverb Delay:=====&lt;br /&gt;
*seconds&lt;br /&gt;
*range: 0.0 - 0.1&lt;br /&gt;
=====+Late Reverb Pan:=====&lt;br /&gt;
*vector&lt;br /&gt;
*magnitude&lt;br /&gt;
*range(s): 0.0 - 1.0&lt;br /&gt;
=====+Echo Time:=====&lt;br /&gt;
*seconds&lt;br /&gt;
*range: 0.075 - 0.25&lt;br /&gt;
=====+Echo Depth:=====&lt;br /&gt;
*linear multiplier&lt;br /&gt;
*range: 0.0 - 1.0&lt;br /&gt;
=====+Modulation Time:=====&lt;br /&gt;
*seconds&lt;br /&gt;
*range: 0.004 - 4.0&lt;br /&gt;
=====+Modulation Depth:=====&lt;br /&gt;
*linear multiplier&lt;br /&gt;
*range: 0.0 - 1.0&lt;br /&gt;
=====+HF Reference:=====&lt;br /&gt;
*Hz&lt;br /&gt;
*range: 1000.0 - 20000.0&lt;br /&gt;
=====+LF Reference:=====&lt;br /&gt;
*Hz&lt;br /&gt;
*range: 20.0 - 1000.0 (should be 1/10th or less of HF Reference value)&lt;br /&gt;
=====+Room Rolloff Factor:=====&lt;br /&gt;
*linear multiplier&lt;br /&gt;
*range: 0.0 - 10.0&lt;br /&gt;
=====+Air Absorption Gain HF:=====&lt;br /&gt;
*linear gain per meter&lt;br /&gt;
*range: 0.892 - 1.0&lt;br /&gt;
=====+Decay HF Limit:=====&lt;br /&gt;
*boolean&lt;br /&gt;
&lt;br /&gt;
===#Sound Environments End===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;  sounds.tbl *&lt;br /&gt;
;&lt;br /&gt;
;  file to specify general game sounds&lt;br /&gt;
;&lt;br /&gt;
;                     I M P O R T A N T&lt;br /&gt;
;  **********************************************************&lt;br /&gt;
;  *                                                        *&lt;br /&gt;
;  ====&amp;gt;  DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS &amp;lt;====*&lt;br /&gt;
;  *                                                        *&lt;br /&gt;
;  **********************************************************&lt;br /&gt;
;                     I M P O R T A N T&lt;br /&gt;
;&lt;br /&gt;
;  If a sound entry appears in this file, there is a hook into the game to&lt;br /&gt;
;  play the sound.  This file can only be modified to change *existing* sounds.&lt;br /&gt;
;  Talk to a programmer if you want to add brand new sounds.  Adding a line to&lt;br /&gt;
;  this file will not make your sound appear in the game, it will more than&lt;br /&gt;
;  likely break something.&lt;br /&gt;
;&lt;br /&gt;
; 	If you don&#039;t want the sound to play, put none.wav as the sound to play.&lt;br /&gt;
;&lt;br /&gt;
;	The fields for a sound entry are:&lt;br /&gt;
;	1) unqiue sound signature&lt;br /&gt;
;	2) filename of the sound&lt;br /&gt;
;	3) flag to indicate sound should always be pre-loaded before a mission&lt;br /&gt;
;	4) the default volume (from 0.0 -&amp;gt; 1.0)&lt;br /&gt;
;	5) 0 - not 3d  1 - stereo 3D  2 - Aureal A3D (if available), otherwise use stereo 3D&lt;br /&gt;
;	6) distance at which sound starts to attenuate (for 3d sounds only)&lt;br /&gt;
;	7) distance at which sound is inaudible (for 3d sounds only)&lt;br /&gt;
;&lt;br /&gt;
#Game Sounds Start&lt;br /&gt;
; Misc sounds section						** = Aureal 3d support | * = FS = 3D support&lt;br /&gt;
$Name:	0	trk-loop.wav,		0, 0.40, 0		; Missle tracking to acquire a lock (looped)&lt;br /&gt;
$Name:	1	lock.wav,		0, 0.40, 0		; Missle lock (non-looping)&lt;br /&gt;
$Name:	2	cycle.wav,		0, 0.60, 0		; cycle primary weapon&lt;br /&gt;
$Name:	3	cycle.wav,		0, 0.60, 0		; cycle secondary weapon&lt;br /&gt;
$Name:	4	ship_p.wav,		0, 0.30, 0		; engine sound (as heard in cockpit)&lt;br /&gt;
$Name:	5	reveal.wav,		0, 0.40, 0		; cargo revealed &lt;br /&gt;
$Name:	6	breakup.wav,		0, 0.60, 1, 100, 800	; ship death roll (3d sound)&lt;br /&gt;
$Name:	7	boom_3.wav,		0, 0.90, 2, 600, 1200	; * ship explosion 1 (3d sound)&lt;br /&gt;
$Name:	8	beep_2.wav,		0, 0.40, 0		; target acquried&lt;br /&gt;
$Name:	9	switch_1.wav,		0, 0.50, 0		; energy level change success&lt;br /&gt;
$Name:	10	beep_5.wav,		0, 0.50, 0		; energy level change fail&lt;br /&gt;
$Name:	11	switch_2.wav,		0, 0.50, 0		; energy transfer success&lt;br /&gt;
$Name:	12	beep_5.wav,		0, 0.50, 0		; energy transfer faile&lt;br /&gt;
$Name:	13	thr_full.wav,		0, 0.40, 0		; set full throttle&lt;br /&gt;
$Name:	14	thr_off.wav,		0, 0.40, 0		; set zero throttle&lt;br /&gt;
$Name:	15	thr_up.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (up)&lt;br /&gt;
$Name:	16	thr_dwn.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (down)&lt;br /&gt;
$Name:	17	approach.wav,		0, 0.60, 1, 10, 800	; dock approach retros (3d sound)&lt;br /&gt;
$Name:	18	attach.wav,		0, 0.60, 1, 10, 800	; dock attach (3d sound)&lt;br /&gt;
$Name:	19	detach.wav,		0, 0.60, 1, 10, 800	; dock detach (3d sound)&lt;br /&gt;
$Name:	20	depart.wav,		0, 0.60, 1, 10, 800	; dock depart retros (3d sound)&lt;br /&gt;
$Name:	21	aburn_1.wav,		0, 0.70, 0		; afterburner engage (3d sound)&lt;br /&gt;
$Name:	22	aburn_2.wav,		0, 0.90, 0		; afterburner burn sound (looped)&lt;br /&gt;
$Name:	23	vaporize2.wav,		0, 0.90, 0		; Destroyed by a beam (vaporized)&lt;br /&gt;
$Name:	24	aburn_1f.wav,		0, 0.50, 0		; afterburner fail (no fuel when aburn pressed)&lt;br /&gt;
$Name:	25	alert_2.wav,		0, 0.40, 0		; heat-seeker launch warning&lt;br /&gt;
$Name:	26	m_fail.wav,		0, 0.60, 0		; tried to fire a missle when none are left&lt;br /&gt;
$Name:	27	l_fail.wav,		0, 0.60, 0		; tried to fire lasers when not enough energy left&lt;br /&gt;
$Name:	28	fail.wav,		0, 0.50, 0		; target fail sound (i.e. press targeting key, but nothing happens)&lt;br /&gt;
$Name:	29	beep_1.wav,		0, 0.50, 0		; squadmate message menu appears&lt;br /&gt;
$Name:	30	beep_1.wav,		0, 0.50, 0		; squadmate message menu disappears&lt;br /&gt;
$Name:	31	debris.wav,		0, 0.40, 2, 100, 300	; ** debris sound (persistant, looping) (3d sound)&lt;br /&gt;
$Name:	32	subhit.wav,		0, 0.60, 0		; subsystem gets destroyed on player ship&lt;br /&gt;
$Name:	33	m_load.wav,		0, 0.60, 1, 10, 50	; missle start load (during rearm/repair) (3d sound)&lt;br /&gt;
$Name:	34	m_lock.wav,		0, 0.50, 1, 10, 50	; missle load (during rearm/repair) (3d sound)&lt;br /&gt;
$Name:	35	repair.wav,		0, 0.50, 0		; ship is being repaired (during rearm/repair) (looped)&lt;br /&gt;
$Name:	36	l_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by laser fire (3d sound)&lt;br /&gt;
$Name:	37	m_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by missile (3d sound)&lt;br /&gt;
$Name:	38	cycle.wav,		0, 0.80, 0		; countermeasure cycle&lt;br /&gt;
$Name:	39	s_hit_4.wav,		0, 0.60, 1, 200, 600	; * shield hit (3d sound)&lt;br /&gt;
$Name:	40	s_hit_2.wav,		0, 0.80, 1, 10, 100	; * player shield is hit (3d sound)&lt;br /&gt;
$Name:	41	select.wav,		0, 0.60, 0		; mouse click&lt;br /&gt;
$Name:	42	alert_3.wav,		0, 0.60, 0		; aspect launch warning&lt;br /&gt;
$Name:	43	beep_4.wav,		0, 0.60, 0		; shield quadrant transfer successful&lt;br /&gt;
$Name:	44	wash.wav,		0, 0.80, 1, 200, 400	; Engine wash looping sound&lt;br /&gt;
$Name:	45	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for arriving (3d sound)&lt;br /&gt;
$Name:	46	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for departing (3d sound)&lt;br /&gt;
$Name:	47	aburn_1f.wav,		0, 0.50, 0		; player warp has failed&lt;br /&gt;
$Name:	48	static.wav,		0, 0.60, 0		; hud gauge static&lt;br /&gt;
$Name:	49	boom_1.wav,		0, 0.90, 1, 600, 1200	; * ship explosion 2 (3d sound)&lt;br /&gt;
$Name:	50	rev1.wav,		0, 0.70, 0		; ship is warping out in 3rd person&lt;br /&gt;
$Name:	51	s_hit_0.wav,		0, 0.70, 1, 100, 200	; * heavy ship-ship collide sound (3d sound)&lt;br /&gt;
$Name:	52	collide.wav,		0, 0.70, 1, 100, 200	; * light ship-ship collide sound (3d sound)&lt;br /&gt;
$Name:	53	s_hit_1.wav,		0, 0.70, 1, 100, 200	; * shield ship-ship collide overlay sound (3d sound)&lt;br /&gt;
$Name:	54	alert_1.wav,		0, 0.50, 0		; missile threat indicator flashes&lt;br /&gt;
$Name:	55	proximity1.wav,		0, 0.70, 0		; proximity warning (heat seeker)&lt;br /&gt;
$Name:	56	proximity2.wav,		0, 0.70, 0		; proximity warning (aspect)&lt;br /&gt;
$Name:	57	directive.wav,		0, 0.70, 0		; directive complete&lt;br /&gt;
$Name:	58	subhit2.wav,		0, 0.90, 1, 250,  800	; * other ship subsystem destroyed (3d sound)&lt;br /&gt;
$Name:	59	atomic.wav,		0, 0.90, 1, 2000, 4000	; * captial ship explosion (3d sound)&lt;br /&gt;
$Name:	60	subhit2.wav,		0, 0.90, 1, 250,  1500	; * captial ship subsystem destroyed (3d sound)&lt;br /&gt;
$Name:	61	warp2.wav,		0, 1.00, 1, 1500, 2000	; [obsolete] large ship warps out (looping 3d sound)&lt;br /&gt;
$Name:	62	ast_lghit.wav,		0, 0.80, 1, 750, 1500	; ** large asteroid blows up (3d sound)&lt;br /&gt;
$Name:	63	ast_smhit.wav,		0, 0.80, 1, 500, 1000	; ** small asteroid blows up (3d sound)&lt;br /&gt;
$Name:	64	cue_voice.wav,		0, 0.90, 0		; sound to indicate voice is about to start&lt;br /&gt;
$Name:	65	end_voice.wav,		0, 0.90, 0		; sound to indicate voice has ended&lt;br /&gt;
$Name:	66	scan.wav,		0, 0.50, 0		; cargo scanning (looping)&lt;br /&gt;
$Name:	67	l_flyby.wav,		0, 0.80, 1, 50, 250	; * weapon flyby sound&lt;br /&gt;
$Name:	68	asteroid.wav,		0, 0.50, 1, 200, 700	; [obsolete] asteroid sound (persistant, looping) (3d sound)&lt;br /&gt;
$Name:	69	warp_open.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole opening (3d sound)&lt;br /&gt;
$Name:	70	warp_close.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole closing (3d sound)&lt;br /&gt;
$Name:	71	rumble.wav,		0, 0.70, 1, 600, 1000	; LARGE engine ambient&lt;br /&gt;
$Name:	72	subspace_left.wav,	0, 0.30, 0		; subspace ambient sound (left channel) (looping)&lt;br /&gt;
$Name:	73	subspace_right.wav,	0, 0.30, 0		; subspace ambient sound (right channel) (looping)&lt;br /&gt;
$Name:	74	Evaded.wav,		0, 0.70, 0		; &amp;quot;evaded&amp;quot; HUD popup&lt;br /&gt;
$Name:	75	rumble.wav,		0, 0.70, 1, 600, 1000	; HUGE engine ambient&lt;br /&gt;
;&lt;br /&gt;
; Weapons section&lt;br /&gt;
;&lt;br /&gt;
$Name:	76	L_Sidearm.wav,		0, 0.50, 1,  50, 400	; SD-4 Sidearm laser fired&lt;br /&gt;
$Name:	77	L_Scalpel.wav,		0, 0.50, 1,  50, 400	; DR-2 Scalpel fired&lt;br /&gt;
$Name:	78	L_Flail2.wav,		0, 0.50, 1,  50, 400	; Flail II fired&lt;br /&gt;
$Name:	79	L_Prom_R.wav,		0, 0.50, 1,  50, 400	; Prometheus R laser fired&lt;br /&gt;
$Name:	80	L_Prom_S.wav,		0, 0.50, 1,  50, 400	; Prometheus S laser fired&lt;br /&gt;
$Name:	81	L_Newton.wav,		0, 0.50, 1,  50, 400	; GTW-66 Newton Cannon fired&lt;br /&gt;
$Name:	82	L_Kayser.wav,		0, 0.55, 1,  50, 400	; UD-8 Kayser Laser fired&lt;br /&gt;
$Name:	83	L_Circle.wav,		0, 0.50, 1,  50, 400	; GTW-19 Circe laser fired&lt;br /&gt;
$Name:	84	L_Lich.wav,		0, 0.50, 1,  50, 400	; GTW-83 Lich laser fired&lt;br /&gt;
$Name:	85	hit_1.wav,		0, 0.90, 1, 200, 800	; Laser impact&lt;br /&gt;
$Name:	86	L_Vasmid.wav,		0, 0.50, 1,  50, 400	; Subach-HLV Vasudan laser&lt;br /&gt;
$Name:	87	m_wasp.wav,		0, 0.80, 1,  50, 400	; rockeye missile launch&lt;br /&gt;
$Name:	88	boom_2.wav,		0, 0.80, 1, 500, 1000	; missile impact 1&lt;br /&gt;
$Name:	89	m_mag.wav,		0, 0.80, 1,  50, 400	; mag pulse missile launch&lt;br /&gt;
$Name:	90	m_fury.wav,		0, 0.80, 1,  50, 400	; fury missile launch&lt;br /&gt;
$Name:	91	m_shrike.wav,		0, 0.80, 1,  50, 400	; shrike missile launch&lt;br /&gt;
$Name:	92	m_angel.wav,		0, 0.80, 1,  50, 400	; angel fire missile launch&lt;br /&gt;
$Name:	93	m_cluster.wav,		0, 0.80, 1,  50, 400	; cluster bomb launch&lt;br /&gt;
$Name:	94	m_clusterb.wav,		0, 0.80, 1,  50, 400	; cluster baby bomb launch&lt;br /&gt;
$Name:	95	m_stiletto.wav,		0, 0.80, 1,  50, 400	; stiletto bomb launch&lt;br /&gt;
$Name:	96	m_tsunami.wav,		0, 0.80, 1,  50, 400	; tsunami bomb launch&lt;br /&gt;
$Name:	97	m_harbinger.wav,	0, 0.80, 1,  50, 400	; harbinger bomb launch&lt;br /&gt;
$Name:	98	m_mega.wav,		0, 0.80, 1,  50, 400	; mega wokka launch&lt;br /&gt;
$Name:	99	counter_1.wav,		0, 0.70, 1,  50, 200	; countermeasure 1 launch&lt;br /&gt;
$Name:	100	l_alien1.wav,		0, 0.60, 1,  50, 400	; Shivan light laser (3d sound)&lt;br /&gt;
$Name:	101	clusterboom.wav,	0, 0.80, 1, 750, 2000	; shockwave ignition (3d sound)&lt;br /&gt;
$Name:	102	m_swarm.wav,		0, 0.70, 1,  50, 400	; swarm missile sound (3d sound)&lt;br /&gt;
$Name:	103	l_alien2.wav,		0, 0.60, 1, 100, 400	; Shivan heavy laser (3d sound)&lt;br /&gt;
$Name:	104	capital4.wav,		0, 0.70, 1, 500, 1500	; Vasudan SuperCap engine (3d sound)&lt;br /&gt;
$Name:	105	capital5.wav,		0, 0.70, 1, 500, 1500	; Shivan SuperCap engine (3d sound)&lt;br /&gt;
$Name:	106	capital6.wav,		0, 0.70, 1, 500, 1500	; Terran SuperCap engine (3d sound)&lt;br /&gt;
$Name:	107	l_vaslight.wav,		0, 0.60, 1,  50, 400	; Vasudan light laser fired (3d sound)&lt;br /&gt;
$Name:	108	l_alien3.wav,		0, 0.60, 1,  50, 400	; Shivan heavy laser (3d sound)&lt;br /&gt;
$Name:	109	shockwave.wav,		0, 1.00, 1,  50, 800	; ** shockwave impact (3d sound)&lt;br /&gt;
$Name:	110	Turret_T1.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 1&lt;br /&gt;
$Name:	111	Turret_T2.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 2&lt;br /&gt;
$Name:	112	Turret_V1.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 1&lt;br /&gt;
$Name:	113	Turret_V2.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 2&lt;br /&gt;
$Name:	114	Turret_S1.wav,		0, 0.50, 2, 200, 1000	; SHIVAN TURRET 1&lt;br /&gt;
$Name:	115	paintloop.wav,		0, 0.60, 1,  50, 200	; targeting laser loop sound&lt;br /&gt;
$Name:	116	FlakLaunch.wav,		0, 0.60, 1, 250, 1000	; Flak Gun Launch&lt;br /&gt;
$Name:	117	boom_4.wav,		0, 0.80, 1, 400, 800	; Flak Gun Impact&lt;br /&gt;
$Name:	118	m_emp.wav,		0, 0.60, 1,  50, 400	; EMP Missle&lt;br /&gt;
$Name:	119	Escape.wav,		0, 0.60, 1, 200, 600	; Escape Pod Drone&lt;br /&gt;
$Name:	120	Vaporize1.wav,		0, 0.70, 0		; Beam Hit 1&lt;br /&gt;
$Name:	121	beam_loop.wav,		0, 0.70, 2, 1500, 3000	; beam loop&lt;br /&gt;
$Name:	122	beam_up.wav,		0, 0.70, 2, 1500, 3000	; beam power up&lt;br /&gt;
$Name:	123	beam_down.wav,		0, 0.70, 2, 1500, 3000	; beam power down&lt;br /&gt;
$Name:	124	beam_shot1.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 1&lt;br /&gt;
$Name:	125	beam_shot2.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 2&lt;br /&gt;
;Ship Engine Sounds section&lt;br /&gt;
$Name:	126	ship_a1.wav,		0, 0.60, 1, 200, 400	; Terran fighter engine (3d sound)&lt;br /&gt;
$Name:	127	ship_a2.wav,		0, 0.70, 1, 300, 600	; Terran bomber engine (3d sound)&lt;br /&gt;
$Name:	128	ship_a3.wav,		0, 0.80, 1, 400, 800	; Terran cruiser engine (3d sound)&lt;br /&gt;
$Name:	129	ship_b1.wav,		0, 0.70, 1, 200, 400	; Vasudan fighter engine (3d sound)&lt;br /&gt;
$Name:	130	ship_b2.wav,		0, 0.80, 1, 300, 600	; Vasudan bomber engine (3d sound)&lt;br /&gt;
$Name:	131	ship_b3.wav,		0, 0.80, 1, 400, 800	; Vasudan cruiser engine (3d sound)&lt;br /&gt;
$Name:	132	ship_c1.wav,		0, 0.60, 1, 200, 400	; Shivan fighter engine (3d sound)&lt;br /&gt;
$Name:	133	ship_c2.wav,		0, 0.70, 1, 300, 600	; Shivan bomber engine (3d sound)&lt;br /&gt;
$Name:	134	ship_c3.wav,		0, 0.80, 1, 400, 800	; Shivan cruiser engine (3d sound)&lt;br /&gt;
$Name:	135	beacon.wav,		0, 0.60, 1, 300, 600	; Repair ship beacon/engine sound (3d sound)&lt;br /&gt;
$Name:	136	capital1.wav,		0, 0.70, 1, 500, 1500	; Terran capital engine (3d sound)&lt;br /&gt;
$Name:	137	capital2.wav,		0, 0.70, 1, 500, 1500	; Vasudan capital engine (3d sound)&lt;br /&gt;
$Name:	138	capital3.wav,		0, 0.70, 1, 500, 1500	; Shivan capital engine (3d sound)&lt;br /&gt;
; Electrical arc sound fx on the debris pieces&lt;br /&gt;
$Name:	139	Arc_01.wav,		0, 0.30, 2, 200, 500	; ** 0.10 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	140	Arc_02.wav,		0, 0.30, 2, 200, 500	; ** 0.25 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	141	Arc_03.wav,		0, 0.30, 2, 200, 500	; ** 0.50 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	142	Arc_04.wav,		0, 0.30, 2, 200, 500	; ** 0.75 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	143	Arc_05.wav,		0, 0.30, 2, 200, 500	; ** 1.00 second spark sound effect (3d sound)&lt;br /&gt;
; Beam Sounds&lt;br /&gt;
$Name:	144	BT_LTerSlash.wav,	0, 0.70, 2, 1500, 3000	; LTerSlash 	beam loop&lt;br /&gt;
$Name:	145	BT_TerSlash.wav,	0, 0.70, 2, 1500, 3000	; TerSlash	beam loop&lt;br /&gt;
$Name:	146	BT_SGreen.wav,		0, 0.70, 2, 1500, 3000	; SGreen 	beam loop&lt;br /&gt;
$Name:	147	BT_BGreen.wav,		0, 0.70, 2, 1500, 3000	; BGreen	beem loop&lt;br /&gt;
$Name:	148	BT_BFGreen.wav,		0, 0.70, 2, 1500, 3000	; BFGreen	been loop&lt;br /&gt;
$Name:	149	BT_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter 	beam loop&lt;br /&gt;
$Name:	150	BT_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec		warm up&lt;br /&gt;
$Name:	151	BT_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up&lt;br /&gt;
$Name:	152	BT_up_2.5.wav,		0, 0.60, 2, 1500, 3000	; 2.5 sec 	warm up&lt;br /&gt;
$Name:	153	BT_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up&lt;br /&gt;
$Name:	154	BT_up_3.5.wav,		0, 0.60, 2, 1500, 3000	; 3.5 sec 	warm up&lt;br /&gt;
$Name:	155	BT_up_5.wav,		0, 0.60, 2, 1500, 3000	; 5 sec 	warm up&lt;br /&gt;
$Name:	156	BT_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; LTerSlash	warm down&lt;br /&gt;
$Name:	157	BT_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; TerSlash	warm down&lt;br /&gt;
$Name:	158	BT_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; SGreen	warm down&lt;br /&gt;
$Name:	159	BT_dwn_4.wav,		0, 0.70, 2, 2000, 3000	; BGreen	warm down&lt;br /&gt;
$Name:	160	BT_dwn_5.wav,		0, 0.70, 2, 2000, 3000	; BFGreen	warm down&lt;br /&gt;
$Name:	161	BT_dwn_6.wav,		0, 0.70, 2, 2000, 3000	; T_AntiFtr	warm down&lt;br /&gt;
$Name:	162	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	163	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	164	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	165	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	166	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	167	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	168	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	169	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	170	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	171	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	172	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	173	SupNova1.wav,		0, 1.00, 0		; SuperNova (distant)&lt;br /&gt;
$Name:	174	SupNova2.wav,		0, 1.00, 0		; SuperNova (shockwave)&lt;br /&gt;
$Name:	175	ship_c4.wav,		0, 0.80, 1, 400, 800	; Shivan large engine (3d sound)&lt;br /&gt;
$Name:	176	ship_c5.wav,		0, 0.80, 1, 400, 1000	; Shivan large engine (3d sound)&lt;br /&gt;
$Name:	177	BS_SRed.wav,		0, 0.70, 2, 1500, 3000	; SRed 		beam loop&lt;br /&gt;
$Name:	178	BS_LRed.wav,		0, 0.70, 2, 1500, 3000	; LRed		beam loop&lt;br /&gt;
$Name:	179	BS_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter	beam loop&lt;br /&gt;
$Name:	180	Thunder_01.wav,		0, 0.70, 0		; Thunder 1 sound in neblua&lt;br /&gt;
$Name:	181	Thunder_02.wav,		0, 0.70, 0		; Thunder 2 sound in neblua&lt;br /&gt;
$Name:	182	BS_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec 	warm up&lt;br /&gt;
$Name:	183	BS_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up&lt;br /&gt;
$Name:	184	BS_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up&lt;br /&gt;
$Name:	185	Commnode.wav,		0, 0.60, 1, 200,  500	; Shivan Commnode&lt;br /&gt;
$Name:	186	Pirate.wav,		0, 0.60, 1, 400,  1000	; Volition PirateShip&lt;br /&gt;
$Name:	187	BS_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; SRed 		warm down&lt;br /&gt;
$Name:	188	BS_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; LRed 		warm down&lt;br /&gt;
$Name:	189	BS_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; AntiFtr	warm down&lt;br /&gt;
$Name:	190	Inst1.wav,		0, 0.80, 1, 500, 2000	; Instellation 1&lt;br /&gt;
$Name:	191	Inst2.wav,		0, 0.80, 1, 500, 2000	; Instellation 2&lt;br /&gt;
&lt;br /&gt;
;SCP ADDED SOUNDS START HERE&lt;br /&gt;
$Name:  200     m_load.wav,		0, 0.60, 1, 10, 50	; Ballistic Weapon Rearm Start&lt;br /&gt;
$Name:	201	m_lock.wav,		0, 0.50, 1, 10, 50	; Ballistic Weapon Rearm&lt;br /&gt;
;&lt;br /&gt;
#Game Sounds End&lt;br /&gt;
;&lt;br /&gt;
#Interface Sounds Start&lt;br /&gt;
$Name:	0	user_c.wav,		0, 0.70, 0		; mouse click&lt;br /&gt;
$Name:	1	empty,			0, 0.70, 0		; pick up a ship icon (not used)&lt;br /&gt;
$Name:	2	load01.wav,		0, 0.60, 0		; drop a ship icon on a wing slot&lt;br /&gt;
$Name:	3	unload01.wav,		0, 0.60, 0		; drop a ship icon back to the list&lt;br /&gt;
$Name:	4	beep_4.wav,		0, 0.70, 0		; press briefing, ship selection or weapons bar (top-left)&lt;br /&gt;
$Name:	5	user_c.wav,		0, 0.70, 0		; Switching to a new screen, but not commit&lt;br /&gt;
$Name:	6	beep_4.wav,		0, 0.70, 0		; help pressed&lt;br /&gt;
$Name:	7	commit.wav,		0, 0.60, 0		; commit pressed&lt;br /&gt;
$Name:	8	user_c.wav,		0, 0.70, 0		; prev/next pressed&lt;br /&gt;
$Name:	9	user_c.wav,		0, 0.70, 0		; scroll pressed (and scroll)&lt;br /&gt;
$Name:	10	fail.wav,		0, 0.70, 0		; general failure sound for any event&lt;br /&gt;
$Name:	11	shipview.wav,		0, 0.50, 0		; ship animation starts (ie text and ship first appear)&lt;br /&gt;
$Name:	12	main_amb.wav,		0, 0.60, 0		; ambient sound for the Terran main hall (looping)&lt;br /&gt;
$Name:	13	vas_amb.wav,		0, 0.60, 0		; ambient sound for the Vasudan main hall (looping)&lt;br /&gt;
$Name:	14	user_a.wav,		0, 0.70, 0		; brief stage change&lt;br /&gt;
$Name:	15	user_i.wav,		0, 0.70, 0		; brief stage change fail&lt;br /&gt;
$Name:	16	beep_3.wav,		0, 0.70, 0		; selet brief icon&lt;br /&gt;
$Name:	17	user_o.wav,		0, 0.50, 0		; user_over (mouse over a control)&lt;br /&gt;
$Name:	18	user_c.wav,		0, 0.70, 0		; user_click (mouse selects a control)&lt;br /&gt;
$Name:	19	reset.wav,		0, 0.70, 0		; reset (or similar button) pressed&lt;br /&gt;
$Name:	20	textdraw.wav,		0, 0.60, 0		; briefing text wipe&lt;br /&gt;
$Name:	21	Lift_Mix.wav,		0, 0.50, 0		; main hall - elevator&lt;br /&gt;
$Name:	22	weapview.wav,		0, 0.60, 0		; weapon animation starts&lt;br /&gt;
$Name:	23	dooropen.wav,		0, 0.50, 0		; door in main hall opens&lt;br /&gt;
$Name:	24	doorclose.wav,		0, 0.50, 0		; door in main hall closes&lt;br /&gt;
$Name:	25	itemdraw.wav,		0, 0.50, 0		; glow in main hall opens&lt;br /&gt;
$Name:	26	Crane_1.wav,		0, 0.50, 0		; main hall - crane 1&lt;br /&gt;
$Name:	27	sub_amb.wav,		0, 0.60, 0		; ambient sound for menus off the main hall (looping)&lt;br /&gt;
$Name:	28	user_c.wav,		0, 0.70, 0		; popup dialog box appeared&lt;br /&gt;
$Name:	29	user_c.wav,		0, 0.70, 0		; popup dialog box goes away&lt;br /&gt;
$Name:	30	1_yes.wav,		0, 1.00, 0		; voice clip played when volume slider changes&lt;br /&gt;
$Name:	31	Crane_2.wav,		0, 0.50, 0		; main hall - crane 2&lt;br /&gt;
$Name:	32	Option1.wav,		0, 0.70, 0		; main hall options - mouse on &lt;br /&gt;
$Name:	33	Option2.wav,		0, 0.70, 0		; main hall options - mouse off&lt;br /&gt;
$Name:	34	Techroom1.wav,		0, 0.70, 0		; main hall tech room - mouse on&lt;br /&gt;
$Name:	35	Techroom2.wav,		0, 0.70, 0		; main hall tech room - mouse off&lt;br /&gt;
$Name:	36	Exitopen.wav,		0, 0.60, 0		; main hall exit open&lt;br /&gt;
$Name:	37	Exitclose.wav,		0, 0.60, 0		; main hall exit close&lt;br /&gt;
$Name:	38	pa_1.wav,		0, 0.50, 0		; main hall random intercom 1&lt;br /&gt;
$Name:	39	pa_2.wav,		0, 0.50, 0		; main hall random intercom 2&lt;br /&gt;
$Name:	40	pa_3.wav,		0, 0.50, 0		; main hall random intercom 3&lt;br /&gt;
$Name:	41	highlight.wav,		0, 0.40, 0		; spinning highlight in briefing&lt;br /&gt;
$Name:	42	noiz.wav,		0, 0.40, 0		; static in a briefing stage cut&lt;br /&gt;
$Name:	43	Camp_on.wav,		0, 0.70, 0		; main hall campaign - mouse on&lt;br /&gt;
$Name:	44	Camp_off.wav,		0, 0.70, 0		; main hall campaign - mouse off&lt;br /&gt;
$Name:	45	V_Hatch_Open.wav,	0, 0.70, 0		; vasudan hall - exit open  &lt;br /&gt;
$Name:	46	V_Hatch_Close.wav,	0, 0.70, 0		; vasudan hall - exit close&lt;br /&gt;
$Name:	47	V_Roll_Open.wav,	0, 0.80, 0		; vasudan hall - hatch open &lt;br /&gt;
$Name:	48	V_Roll_Close.wav,	0, 0.80, 0		; vasudan hall - hatch close&lt;br /&gt;
$Name:	49	V_Lift_Up.wav,		0, 0.70, 0		; vasudan hall - lift up&lt;br /&gt;
$Name:	50	V_Lift_Down.wav,	0, 0.70, 0		; vasudan hall - lift down&lt;br /&gt;
$Name:	51	V_Lite_On.wav,		0, 0.70, 0		; vasudan hall - glow on&lt;br /&gt;
$Name:	52	V_Lite_Off.wav,		0, 0.70, 0		; vasudan hall - glow off&lt;br /&gt;
$Name:	53	Skiff.wav,		0, 0.70, 0		; vasudan hall - skiff loop&lt;br /&gt;
$Name:	54	V_Map_On.wav,		0, 0.70, 0		; vasudan hall - screen on&lt;br /&gt;
$Name:	55	V_Map_Off.wav,		0, 0.70, 0		; vasudan hall - screen off&lt;br /&gt;
$Name:	56	V_Head_1.wav,		0, 0.70, 0		; vasudan hall - vasudan greeting&lt;br /&gt;
$Name:	57	V_Head_2.wav,		0, 0.70, 0		; vasudan hall - vasudan bye&lt;br /&gt;
$Name:	58	V_Pa_01.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 1&lt;br /&gt;
$Name:	59	V_Pa_02.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 2&lt;br /&gt;
$Name:	60	V_Pa_03.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 3&lt;br /&gt;
$Name:	61	bup.wav,		0, 0.90, 0		; bup bup bup-bup bup bup&lt;br /&gt;
$Name:	62	thankyou.wav,		0, 0.90, 0		; thankyou&lt;br /&gt;
$Name:	63	V_Exit_Open.wav,	0, 0.70, 0		; vasudan hall - exit open&lt;br /&gt;
$Name:	64	V_Exit_Close.wav,	0, 0.70, 0		; vasudan hall - exit close&lt;br /&gt;
;&lt;br /&gt;
#Interface Sounds End&lt;br /&gt;
;&lt;br /&gt;
; Each species can have up to 4 different flyby sounds&lt;br /&gt;
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan&lt;br /&gt;
;        the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound&lt;br /&gt;
#Flyby Sounds Start&lt;br /&gt;
&lt;br /&gt;
$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)&lt;br /&gt;
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
#Flyby Sounds End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Sound Environments section&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Sound Environments Start&lt;br /&gt;
&lt;br /&gt;
; All options with default values and ranges&lt;br /&gt;
$Name: EFX Defaults&lt;br /&gt;
+Density: 1.0						; range: 0.0 - 1.0&lt;br /&gt;
+Diffusion: 1.0					; linear multiplier, range: 0.0 - 1.0&lt;br /&gt;
+Gain: 0.32						; gain/volume, linear gain, range: 0.0 - 1.0&lt;br /&gt;
+Gain HF: 0.89						; high frequency gain, linear gain, range: 0.0 - 1.0&lt;br /&gt;
+Gain LF: 0.0						; low frequency gain, linear gain, range: 0.0 - 1.0&lt;br /&gt;
+Decay Time: 1.49					; decay, seconds, range: 0.1 - 20.0&lt;br /&gt;
+Decay HF Ratio: 0.83				; high frequency decay multiplier (damping), linear multiplier, range: 0.1 - 20.0&lt;br /&gt;
+Decay LF Ratio: 1.0				; low frequency decay multiplier, linear multiplier, range: 0.1 - 20.0&lt;br /&gt;
+Reflections Gain: 0.05				; linear gain, range: 0.0 - 3.16&lt;br /&gt;
+Reflections Delay: 0.007			; seconds, range: 0.0 - 0.3&lt;br /&gt;
+Reflections Pan: 0.0, 0.0, 0.0		; vector, magnitude, range(s): 0.0 - 1.0&lt;br /&gt;
+Late Reverb Gain: 1.26				; linear gain, range: 0.0 - 10.0&lt;br /&gt;
+Late Reverb Delay: 0.011			; seconds, range: 0.0 - 0.1&lt;br /&gt;
+Late Reverb Pan: 0.0, 0.0, 0.0		; vector, magnitude, range(s): 0.0 - 1.0&lt;br /&gt;
+Echo Time: 0.25					; seconds, range: 0.075 - 0.25&lt;br /&gt;
+Echo Depth: 0.0					; linear multiplier, range: 0.0 - 1.0&lt;br /&gt;
+Modulation Time: 0.25				; seconds, range: 0.004 - 4.0&lt;br /&gt;
+Modulation Depth: 0.0				; linear multiplier, range: 0.0 - 1.0&lt;br /&gt;
+HF Reference: 5000.0				; Hz, range: 1000.0 - 20000.0&lt;br /&gt;
+LF Reference: 250.0				; Hz, range: 20.0 - 1000.0 (should be 1/10th or less of HF Reference value)&lt;br /&gt;
+Room Rolloff Factor: 0.0			; linear multiplier, range: 0.0 - 10.0&lt;br /&gt;
+Air Absorption Gain HF: 0.994		; linear gain per meter, range: 0.892 - 1.0&lt;br /&gt;
+Decay HF Limit: true				; boolean&lt;br /&gt;
&lt;br /&gt;
; Set up an environment for subspace missions based on the EAX &#039;Drugged&#039; effect&lt;br /&gt;
$Name: Subspace&lt;br /&gt;
$Template: Drugged&lt;br /&gt;
+Gain: 0.8&lt;br /&gt;
+Decay HF Ratio: 1.188&lt;br /&gt;
+Decay Time: 6.392&lt;br /&gt;
&lt;br /&gt;
; Set the default environment to the EAX &#039;Hangar&#039; effect&lt;br /&gt;
$Name: Default&lt;br /&gt;
$Template: None&lt;br /&gt;
&lt;br /&gt;
#Sound Environments End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65847</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65847"/>
		<updated>2024-09-20T20:09:41Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-8-26|91a673a}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65846</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65846"/>
		<updated>2024-09-20T20:05:47Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-8-26|91a673a}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
{{Table242|&lt;br /&gt;
Radius and lifetime can now use [[parsed random range]].&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Nebula.tbl&amp;diff=65845</id>
		<title>Nebula.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Nebula.tbl&amp;diff=65845"/>
		<updated>2024-09-19T18:49:33Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;nebula.tbl&#039;&#039;&#039; is used to define the various nebula bitmaps and poofs.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-neb.tbm&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table begins with list of all bitmaps available for the nebulae&lt;br /&gt;
*Section ends with &#039;&#039;&#039;#end&#039;&#039;&#039;&lt;br /&gt;
*Second section is a list of nebula poofs that also ends with &#039;&#039;&#039;#end&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Nebula:==&lt;br /&gt;
*Defines the graphics used for the nebula bitmaps&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Poofs:==&lt;br /&gt;
*Defines the used nebula poofs&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Defines a named poof with more configuration option than retail poofs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Allows editing of the nebula entry without creating a new entry}}&lt;br /&gt;
===$Bitmap:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The filename for the poof bitmap. Required for a named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
===$Scale:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The radius of a spawned named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, meters, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax is now a [[Parsed random range]].&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (175)&lt;br /&gt;
}}&lt;br /&gt;
===$Density:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*On average, how much space in every dimension between two named poofs.&lt;br /&gt;
Note: This is scaled depending on how many poofs are active, as to not change total perceived density regardless of how many poofs are active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
*Default value: 110&lt;br /&gt;
}}&lt;br /&gt;
===$Alignment:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*This is a directional vector which will cause the poofs to align themselves in the specified world direction. With 0, 1, 0, all the poofs will point the top of their bitmap in the global up direction. &lt;br /&gt;
*Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
}}&lt;br /&gt;
===$Rotation:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*How much the spawned named poof will rotate over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, degrees per second, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax is now a [[Parsed random range]].&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (-3.7, 3.7)&lt;br /&gt;
}}&lt;br /&gt;
===$View Distance:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The maximum distance at which this named poof can be visible&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
*Default value: 250&lt;br /&gt;
}}&lt;br /&gt;
===$Alpha:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The opacity of the spawned named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax is now a [[Parsed random range]].&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (0.8)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&amp;lt;pre&amp;gt;+Nebula:			nbackblue1&lt;br /&gt;
+Nebula:			nbackblue2&lt;br /&gt;
+Nebula:			nbackcyan&lt;br /&gt;
+Nebula:			nbackgreen&lt;br /&gt;
+Nebula:			nbackpurp1&lt;br /&gt;
+Nebula:			nbackpurp2&lt;br /&gt;
+Nebula:			nbackred&lt;br /&gt;
+Nebula:			nbackblack&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
+Poof:				PoofGreen01&lt;br /&gt;
+Poof:				PoofGreen02&lt;br /&gt;
+Poof:				PoofRed01&lt;br /&gt;
+Poof:				PoofRed02&lt;br /&gt;
+Poof:				PoofPurp01&lt;br /&gt;
+Poof:				PoofPurp02&lt;br /&gt;
&lt;br /&gt;
#end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65844</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65844"/>
		<updated>2024-09-19T18:47:57Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the particle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
===+Offset:===&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*For effects spawned from ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from particles (as with +Trail effects) or from beams, the X and Y axes will not behave in a sensible fashion! You use them at your own risk.&lt;br /&gt;
*For turret muzzle effects, the X and Y axes will have no effect; only the Z axis will work.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===+Remain local to parent:===&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[Parsed random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: CURVE CurvePolyDown5.0 (500 700)&lt;br /&gt;
	+Number: NORMAL (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: CURVE CurveCircDown&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Parsed_random_range&amp;diff=65843</id>
		<title>Parsed random range</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Parsed_random_range&amp;diff=65843"/>
		<updated>2024-09-19T18:42:17Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: Created page with &amp;quot;{{SCP_table}}  The &amp;#039;&amp;#039;&amp;#039;parsed random range&amp;#039;&amp;#039;&amp;#039; syntax allows modders to specify random distributions for certain values.  {{Table242| As of 24.2, there are three types of distri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;parsed random range&#039;&#039;&#039; syntax allows modders to specify random distributions for certain values.&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, there are three types of distribution available: uniform, normal, and curve. Uniform is used by default if there is no string specifying type; normal and curve are accessed by prefacing the min and max values with the appropriate string. Details below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range, with the first value as minimum and the second as maximum.&lt;br /&gt;
*Prior to 24.2, this was the only type of random range available in tables.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This takes the string &amp;quot;NORMAL&amp;quot;, followed by 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution; this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;NORMAL (Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;NORMAL (4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Curve distribution random range===&lt;br /&gt;
*This takes the string &amp;quot;CURVE&amp;quot;, followed by a string matching the name of a curve from [[Curves.tbl]] (or one of the built-in curves), optionally followed by two values. This random range generates values by using the curve as a [https://en.wikipedia.org/wiki/Probability_density_function probability density function]. Curves which have a height of zero along the Y axis, or which dip below zero along the Y axis, are not allowed. If min and max values are provided, the generated values will be remapped into the range specified. Otherwise, the range of values generated will be determined by the smallest and largest X values of the curve&#039;s keyframes.&lt;br /&gt;
*Note that while distributions based on curves with only two keyframes are quite cheap, curves with many keyframes can be significantly costly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;CURVE curve_name (Random values)&#039;&#039;&#039;, type string followed by curve name followed optionally by a list of floating point values. A single value will not do anything; you must specify neither or both.&lt;br /&gt;
**Example: &#039;&#039;CURVE CurvePolyDown2.0 (0 25)&#039;&#039;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Nebula.tbl&amp;diff=65802</id>
		<title>Nebula.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Nebula.tbl&amp;diff=65802"/>
		<updated>2024-09-05T18:40:22Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;nebula.tbl&#039;&#039;&#039; is used to define the various nebula bitmaps and poofs.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-neb.tbm&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table begins with list of all bitmaps available for the nebulae&lt;br /&gt;
*Section ends with &#039;&#039;&#039;#end&#039;&#039;&#039;&lt;br /&gt;
*Second section is a list of nebula poofs that also ends with &#039;&#039;&#039;#end&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Nebula:==&lt;br /&gt;
*Defines the graphics used for the nebula bitmaps&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Poofs:==&lt;br /&gt;
*Defines the used nebula poofs&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Defines a named poof with more configuration option than retail poofs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Allows editing of the nebula entry without creating a new entry}}&lt;br /&gt;
===$Bitmap:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The filename for the poof bitmap. Required for a named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
===$Scale:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The radius of a spawned named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, meters, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax is now a [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (175)&lt;br /&gt;
}}&lt;br /&gt;
===$Density:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*On average, how much space in every dimension between two named poofs.&lt;br /&gt;
Note: This is scaled depending on how many poofs are active, as to not change total perceived density regardless of how many poofs are active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
*Default value: 110&lt;br /&gt;
}}&lt;br /&gt;
===$Alignment:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*This is a directional vector which will cause the poofs to align themselves in the specified world direction. With 0, 1, 0, all the poofs will point the top of their bitmap in the global up direction. &lt;br /&gt;
*Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
}}&lt;br /&gt;
===$Rotation:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*How much the spawned named poof will rotate over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, degrees per second, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax is now a [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (-3.7, 3.7)&lt;br /&gt;
}}&lt;br /&gt;
===$View Distance:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The maximum distance at which this named poof can be visible&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
*Default value: 250&lt;br /&gt;
}}&lt;br /&gt;
===$Alpha:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The opacity of the spawned named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax is now a [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (0.8)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&amp;lt;pre&amp;gt;+Nebula:			nbackblue1&lt;br /&gt;
+Nebula:			nbackblue2&lt;br /&gt;
+Nebula:			nbackcyan&lt;br /&gt;
+Nebula:			nbackgreen&lt;br /&gt;
+Nebula:			nbackpurp1&lt;br /&gt;
+Nebula:			nbackpurp2&lt;br /&gt;
+Nebula:			nbackred&lt;br /&gt;
+Nebula:			nbackblack&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
+Poof:				PoofGreen01&lt;br /&gt;
+Poof:				PoofGreen02&lt;br /&gt;
+Poof:				PoofRed01&lt;br /&gt;
+Poof:				PoofRed02&lt;br /&gt;
+Poof:				PoofPurp01&lt;br /&gt;
+Poof:				PoofPurp02&lt;br /&gt;
&lt;br /&gt;
#end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65801</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65801"/>
		<updated>2024-09-05T18:39:34Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a random range; see [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[#Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[#Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the particle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
===+Offset:===&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*For effects spawned from ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from particles (as with +Trail effects) or from beams, the X and Y axes will not behave in a sensible fashion! You use them at your own risk.&lt;br /&gt;
*For turret muzzle effects, the X and Y axes will have no effect; only the Z axis will work.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===+Remain local to parent:===&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Parsed random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
==Parsed random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. As of 24.2, there are three types of distribution available: uniform, normal, and curve. Uniform is used by default if there is no string specifying type; normal and curve are accessed by prefacing the min and max values with the appropriate string. Details below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Prior to 24.2, this was the only type of random range available in tables.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This takes the string &amp;quot;NORMAL&amp;quot;, followed by 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution; this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;NORMAL (Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;NORMAL (4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Curve distribution random range===&lt;br /&gt;
*This takes the string &amp;quot;CURVE&amp;quot;, followed by a string matching the name of a curve from [[Curves.tbl]] (or one of the built-in curves), optionally followed by two values. This random range generates values by using the curve as a [https://en.wikipedia.org/wiki/Probability_density_function probability density function]. Curves which have a height of zero along the Y axis, or which dip below zero along the Y axis, are not allowed. If min and max values are provided, the generated values will be remapped into the range specified. Otherwise, the range of values generated will be determined by the smallest and largest X values of the curve&#039;s keyframes.&lt;br /&gt;
*Note that while distributions based on curves with only two keyframes are quite cheap, curves with many keyframes can be significantly costly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;CURVE curve_name (Random values)&#039;&#039;&#039;, type string followed by curve name followed optionally by a list of floating point values. A single value will not do anything; you must specify neither or both.&lt;br /&gt;
**Example: &#039;&#039;CURVE CurvePolyDown2.0 (0 25)&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: CURVE CurvePolyDown5.0 (500 700)&lt;br /&gt;
	+Number: NORMAL (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: CURVE CurveCircDown&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Nebula.tbl&amp;diff=65800</id>
		<title>Nebula.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Nebula.tbl&amp;diff=65800"/>
		<updated>2024-09-05T18:37:59Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;nebula.tbl&#039;&#039;&#039; is used to define the various nebula bitmaps and poofs.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-neb.tbm&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table begins with list of all bitmaps available for the nebulae&lt;br /&gt;
*Section ends with &#039;&#039;&#039;#end&#039;&#039;&#039;&lt;br /&gt;
*Second section is a list of nebula poofs that also ends with &#039;&#039;&#039;#end&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Nebula:==&lt;br /&gt;
*Defines the graphics used for the nebula bitmaps&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Poofs:==&lt;br /&gt;
*Defines the used nebula poofs&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Defines a named poof with more configuration option than retail poofs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Allows editing of the nebula entry without creating a new entry}}&lt;br /&gt;
===$Bitmap:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The filename for the poof bitmap. Required for a named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
===$Scale:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The radius of a spawned named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, meters, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax: [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (175)&lt;br /&gt;
}}&lt;br /&gt;
===$Density:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*On average, how much space in every dimension between two named poofs.&lt;br /&gt;
Note: This is scaled depending on how many poofs are active, as to not change total perceived density regardless of how many poofs are active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
*Default value: 110&lt;br /&gt;
}}&lt;br /&gt;
===$Alignment:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*This is a directional vector which will cause the poofs to align themselves in the specified world direction. With 0, 1, 0, all the poofs will point the top of their bitmap in the global up direction. &lt;br /&gt;
*Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
}}&lt;br /&gt;
===$Rotation:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*How much the spawned named poof will rotate over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, degrees per second, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax: [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (-3.7, 3.7)&lt;br /&gt;
}}&lt;br /&gt;
===$View Distance:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The maximum distance at which this named poof can be visible&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
*Default value: 250&lt;br /&gt;
}}&lt;br /&gt;
===$Alpha:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The opacity of the spawned named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax: [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (0.8)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&amp;lt;pre&amp;gt;+Nebula:			nbackblue1&lt;br /&gt;
+Nebula:			nbackblue2&lt;br /&gt;
+Nebula:			nbackcyan&lt;br /&gt;
+Nebula:			nbackgreen&lt;br /&gt;
+Nebula:			nbackpurp1&lt;br /&gt;
+Nebula:			nbackpurp2&lt;br /&gt;
+Nebula:			nbackred&lt;br /&gt;
+Nebula:			nbackblack&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
+Poof:				PoofGreen01&lt;br /&gt;
+Poof:				PoofGreen02&lt;br /&gt;
+Poof:				PoofRed01&lt;br /&gt;
+Poof:				PoofRed02&lt;br /&gt;
+Poof:				PoofPurp01&lt;br /&gt;
+Poof:				PoofPurp02&lt;br /&gt;
&lt;br /&gt;
#end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Nebula.tbl&amp;diff=65799</id>
		<title>Nebula.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Nebula.tbl&amp;diff=65799"/>
		<updated>2024-09-05T18:33:26Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5154}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;nebula.tbl&#039;&#039;&#039; is used to define the various nebula bitmaps and poofs.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-neb.tbm&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table begins with list of all bitmaps available for the nebulae&lt;br /&gt;
*Section ends with &#039;&#039;&#039;#end&#039;&#039;&#039;&lt;br /&gt;
*Second section is a list of nebula poofs that also ends with &#039;&#039;&#039;#end&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Nebula:==&lt;br /&gt;
*Defines the graphics used for the nebula bitmaps&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Poofs:==&lt;br /&gt;
*Defines the used nebula poofs&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Defines a named poof with more configuration option than retail poofs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Allows editing of the nebula entry without creating a new entry}}&lt;br /&gt;
===$Bitmap:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The filename for the poof bitmap. Required for a named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
===$Scale:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The radius of a spawned named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, meters, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax: [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (175)&lt;br /&gt;
}}&lt;br /&gt;
===$Density:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*On average, how much space in every dimension between two named poofs.&lt;br /&gt;
Note: This is scaled depending on how many poofs are active, as to not change total perceived density regardless of how many poofs are active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
*Default value: 110&lt;br /&gt;
}}&lt;br /&gt;
===$Alignment:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*This is a directional vector which will cause the poofs to align themselves in the specified world direction. With 0, 1, 0, all the poofs will point the top of their bitmap in the global up direction. &lt;br /&gt;
*Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
}}&lt;br /&gt;
===$Rotation:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*How much the spawned named poof will rotate over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, degrees per second, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax: [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (-3.7, 3.7)&lt;br /&gt;
}}&lt;br /&gt;
===$View Distance:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The maximum distance at which this named poof can be visible&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
*Default value: 250&lt;br /&gt;
}}&lt;br /&gt;
===$Alpha:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*The opacity of the spawned named poof.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Float)&#039;&#039;&#039; or &#039;&#039;&#039;(Float Float)&#039;&#039;&#039;, will pick a random value between the two specified values, or the value if only one is specified&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Syntax: [https://wiki.hard-light.net/index.php/Particle_Effects#Parsed_random_range parsed random range]&lt;br /&gt;
}}&lt;br /&gt;
*Default value: (0.8)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&amp;lt;pre&amp;gt;+Nebula:			nbackblue1&lt;br /&gt;
+Nebula:			nbackblue2&lt;br /&gt;
+Nebula:			nbackcyan&lt;br /&gt;
+Nebula:			nbackgreen&lt;br /&gt;
+Nebula:			nbackpurp1&lt;br /&gt;
+Nebula:			nbackpurp2&lt;br /&gt;
+Nebula:			nbackred&lt;br /&gt;
+Nebula:			nbackblack&lt;br /&gt;
&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
+Poof:				PoofGreen01&lt;br /&gt;
+Poof:				PoofGreen02&lt;br /&gt;
+Poof:				PoofRed01&lt;br /&gt;
+Poof:				PoofRed02&lt;br /&gt;
+Poof:				PoofPurp01&lt;br /&gt;
+Poof:				PoofPurp02&lt;br /&gt;
&lt;br /&gt;
#end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65798</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65798"/>
		<updated>2024-09-05T18:28:42Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a random range; see [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[#Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[#Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the particle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
===+Offset:===&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*For effects spawned from ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from particles (as with +Trail effects) or from beams, the X and Y axes will not behave in a sensible fashion! You use them at your own risk.&lt;br /&gt;
*For turret muzzle effects, the X and Y axes will have no effect; only the Z axis will work.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===+Remain local to parent:===&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Parsed random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
==Parsed random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. As of 24.2, there are three types of distribution available: uniform, normal, and curve. Uniform is used by default if there is no string specifying type; normal and curve are accessed by prefacing the min and max values with the appropriate string. Details below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This takes the string &amp;quot;NORMAL&amp;quot;, followed by 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution; this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;NORMAL (Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;NORMAL (4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Curve distribution random range===&lt;br /&gt;
*This takes the string &amp;quot;CURVE&amp;quot;, followed by a string matching the name of a curve from [[Curves.tbl]] (or one of the built-in curves), optionally followed by two values. This random range generates values by using the curve as a [https://en.wikipedia.org/wiki/Probability_density_function probability density function]. Curves which have a height of zero along the Y axis, or which dip below zero along the Y axis, are not allowed. If min and max values are provided, the generated values will be remapped into the range specified. Otherwise, the range of values generated will be determined by the smallest and largest X values of the curve&#039;s keyframes.&lt;br /&gt;
*Note that while distributions based on curves with only two keyframes are quite cheap, curves with many keyframes can be significantly costly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;CURVE curve_name (Random values)&#039;&#039;&#039;, type string followed by curve name followed optionally by a list of floating point values. A single value will not do anything; you must specify neither or both.&lt;br /&gt;
**Example: &#039;&#039;CURVE CurvePolyDown2.0 (0 25)&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: CURVE CurvePolyDown5.0 (500 700)&lt;br /&gt;
	+Number: NORMAL (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: CURVE CurveCircDown&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65766</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65766"/>
		<updated>2024-08-16T16:43:42Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-8-12|d4cd767679b4d3d4b8fbb4696f44ac84d16613fd}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=65765</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=65765"/>
		<updated>2024-08-16T16:32:42Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-8-13|67a9f6f5b7ae9a03fb47bfef09daa878ccc39d4b}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Chance for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to lose its mind if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$friendly ships use AI profile countermeasure chance:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Specifies Friendly ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missiles Locked on Player:                2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SCP_SEXPs&amp;diff=65764</id>
		<title>SCP SEXPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SCP_SEXPs&amp;diff=65764"/>
		<updated>2024-08-16T16:17:54Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a reference of SEXPs that are only available in the SCP version of [[Portal:FRED|FRED]]. This also includes any retail SEXPs that have been modified from their original behaviour. To see the list of SEXPs that are available in retail FRED, go to the [[Retail SEXPs]] page. For tips and examples for how to properly use a SEXP when building missions, as well as warnings about potential pitfalls, follow the link to the detail page for the SEXP you are interested in.&lt;br /&gt;
&lt;br /&gt;
=Objectives=&lt;br /&gt;
===[[was-destroyed-by-delay]]===&lt;br /&gt;
 Was destroyed by delay (Boolean operator)&lt;br /&gt;
 	Becomes true &amp;lt;delay&amp;gt; seconds after all specified ships have been destroyed by the specified first ship.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 3 or more arguments...&lt;br /&gt;
 	1:	Time delay in seconds (see above).&lt;br /&gt;
 	2:	Ship that should have destroyed the other ships (see below).&lt;br /&gt;
 	Rest:	Name of ships to check status of.&lt;br /&gt;
===[[is-disarmed-delay]]===&lt;br /&gt;
 Is disarmed delay (Boolean operator)&lt;br /&gt;
 	Becomes true &amp;lt;delay&amp;gt; seconds after the specified ship(s) are disarmed.  A ship is disarmed when all of its turret subsystems are destroyed.  All ships must be disarmed for this function to return true.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	Time delay is seconds (see above).&lt;br /&gt;
 	Rest:	Names of ships to check disarmed status of.&lt;br /&gt;
===[[is-nav-visited]]===&lt;br /&gt;
 is-nav-visited&lt;br /&gt;
 Returns true when the player has visited the given navpoint (Has closed to within 1000m of it). Takes 1 argument...&lt;br /&gt;
 	1:	The name of the navpoint&lt;br /&gt;
===[[percent-ships-disabled]]===&lt;br /&gt;
 percent-ships-disabled&lt;br /&gt;
 	Boolean function which returns true if the percentage of ships in the listed ships which have been disabled is greater or equal to the given percentage.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Percentge of disabled ships at which this function will return true.&lt;br /&gt;
 	2+:	List of ships whose disabled status should be determined.&lt;br /&gt;
===[[percent-ships-disarmed]]===&lt;br /&gt;
 percent-ships-disarmed&lt;br /&gt;
 	Boolean function which returns true if the percentage of ships in the listed ships which have been disarmed is greater or equal to the given percentage.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Percentge of disarmed ships at which this function will return true.&lt;br /&gt;
 	2+:	List of ships whose disarmed status should be determined.&lt;br /&gt;
===[[percent-ships-arrived]]===&lt;br /&gt;
 percent-ships-arrived&lt;br /&gt;
 	Boolean function which returns true if the percentage of ships in the listed ships and wings which have arrived is greater or equal to the given percentage.  For wings, all ships of all waves are used for calculation for the total possible ships to arrive.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Percentge of arriving ships at which this function will return true.&lt;br /&gt;
 	2+:	List of ships/wings whose arrival status should be determined.&lt;br /&gt;
=Time=&lt;br /&gt;
===[[mission-time-msecs]]===&lt;br /&gt;
 Mission time, in milliseconds (Time operator)&lt;br /&gt;
 	Returns the current time into the mission, in milliseconds.  Useful for more fine-grained timing than possible with normal second-based sexps.  (Tip: when an event occurs, assign the result of mission-time-msecs to a variable.  Then, in another event, wait until mission-time-msecs is greater than the value of that variable plus some delay amount.  This second event should be chained or coupled with additional conditions so that it doesn&#039;t accidentally fire on an uninitialized variable!)&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.  Takes no arguments.&lt;br /&gt;
=Logical=&lt;br /&gt;
===[[xor]]===&lt;br /&gt;
 Xor (Boolean operator)&lt;br /&gt;
 	Xor is true if exactly one of its arguments is true.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more boolean arguments.&lt;br /&gt;
===[[!=]]===&lt;br /&gt;
 Not Equal To (Boolean operator)&lt;br /&gt;
 	Is true if the first argument is not equal to any of the subsequent arguments.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more numeric arguments.&lt;br /&gt;
===[[greater-than-or-equal-to|&amp;gt;=]]===&lt;br /&gt;
 Greater Than Or Equal To (Boolean operator)&lt;br /&gt;
 	True if the first argument is greater than or equal to the subsequent argument(s).&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 numeric arguments.&lt;br /&gt;
===[[less-than-or-equal-to|&amp;lt;=]]===&lt;br /&gt;
 Less Than Or Equal To (Boolean operator)&lt;br /&gt;
 	True if the first argument is less than or equal to the subsequent argument(s).&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 numeric arguments.&lt;br /&gt;
===[[string-equals]]===&lt;br /&gt;
 String Equals (Boolean operator)&lt;br /&gt;
 	Is true if all of its arguments are equal.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more string arguments.&lt;br /&gt;
===[[string-greater-than]]===&lt;br /&gt;
 String Greater Than (Boolean operator)&lt;br /&gt;
 	True if the first argument is greater than the second argument.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 string arguments.&lt;br /&gt;
===[[string-less-than]]===&lt;br /&gt;
 String Less Than (Boolean operator)&lt;br /&gt;
 	True if the first argument is less than the second argument.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 string arguments.&lt;br /&gt;
===[[perform-actions]]===&lt;br /&gt;
 perform-actions&lt;br /&gt;
 	This sexp allows actions to be performed as part of a conditional test.  It is most useful for assigning variables or performing some sort of pre-test action within the conditional part of &amp;quot;when&amp;quot;, etc.  It works well as the first branch of an &amp;quot;and&amp;quot; sexp, provided it returns true so as to not affect the return value of the &amp;quot;and&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more arguments.&lt;br /&gt;
 	1:	A boolean value to return after all successive actions have been performed.&lt;br /&gt;
 	Rest:	Actions to perform, which would normally appear in a &amp;quot;when&amp;quot; sexp.&lt;br /&gt;
 &lt;br /&gt;
=Arithmetic=&lt;br /&gt;
===[[rand-multiple]]===&lt;br /&gt;
 Rand-multiple (Arithmetic operator)&lt;br /&gt;
 	Gets a random number.  This number can and will change between successive calls to this sexp.&lt;br /&gt;
 &lt;br /&gt;
 Returns a number.  Takes 2 or 3 numeric arguments...&lt;br /&gt;
 	1:	Low range of random number.&lt;br /&gt;
 	2:	High range of random number.&lt;br /&gt;
 	3:	(optional) A seed to use when generating numbers. (Setting this to 0 is the same as having no seed at all)&lt;br /&gt;
===[[abs]]===&lt;br /&gt;
 Absolute value (Arithmetic operator)&lt;br /&gt;
 	Returns the absolute value of a number.  Takes 1 numeric argument.&lt;br /&gt;
 &lt;br /&gt;
===[[min]]===&lt;br /&gt;
 Minimum value (Arithmetic operator)&lt;br /&gt;
 	Returns the minimum of a set of numbers.  Takes 1 or more numeric arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[max]]===&lt;br /&gt;
 Maximum value (Arithmetic operator)&lt;br /&gt;
 	Returns the maximum of a set of numbers.  Takes 1 or more numeric arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[avg]]===&lt;br /&gt;
 Average value (Arithmetic operator)&lt;br /&gt;
 	Returns the average (rounded to the nearest integer) of a set of numbers.  Takes 1 or more numeric arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[pow]]===&lt;br /&gt;
 Power (Arithmetic operator)&lt;br /&gt;
 	Raises one number to the power of the next number.  If the result will be larger than INT_MAX or smaller than INT_MIN, the appropriate limit will be returned.  Takes 2 numeric arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[signum]]===&lt;br /&gt;
 Signum (Arithmetic operator)&lt;br /&gt;
 	Returns the sign of a number: -1 if it is negative, 0 if it is 0, and 1 if it is positive.  Takes one argument.&lt;br /&gt;
 &lt;br /&gt;
===[[is-nan]]===&lt;br /&gt;
 Is-NaN (Arithmetic operator)&lt;br /&gt;
 	Returns true if the argument is NaN (not-a-number).  This can happen e.g. when checking statistics for ships that have departed.  Takes one argument.&lt;br /&gt;
 &lt;br /&gt;
===[[nan-to-number]]===&lt;br /&gt;
 NaN-to-Number (Arithmetic operator)&lt;br /&gt;
 	Used to safely filter NaN values from arithmetic operations, which would otherwise pass NaN up the sexp tree.  If the argument is a number, it is returned.  If the argument is NaN, a zero is returned.  Takes one argument.&lt;br /&gt;
 &lt;br /&gt;
===[[set-bit]]===&lt;br /&gt;
 set-bit&lt;br /&gt;
 	Turns on (sets to 1) a certain bit in the provided number, returning the result.  This allows numbers to store up to 32 boolean flags, from 2^0 to 2^31.  Takes 2 numeric arguments...&lt;br /&gt;
 	1: The number whose bit should be set&lt;br /&gt;
 	2: The index of the bit to set.  Valid indexes are between 0 and 31, inclusive.&lt;br /&gt;
 &lt;br /&gt;
===[[unset-bit]]===&lt;br /&gt;
 unset-bit&lt;br /&gt;
 	Turns off (sets to 0) a certain bit in the provided number, returning the result.  This allows numbers to store up to 32 boolean flags, from 2^0 to 2^31.  Takes 2 numeric arguments...&lt;br /&gt;
 	1: The number whose bit should be unset&lt;br /&gt;
 	2: The index of the bit to unset.  Valid indexes are between 0 and 31, inclusive.&lt;br /&gt;
 &lt;br /&gt;
===[[is-bit-set]]===&lt;br /&gt;
 is-bit-set&lt;br /&gt;
 	Returns true if the specified bit is set (equal to 1) in the provided number.  Takes 2 numeric arguments...&lt;br /&gt;
 	1: The number whose bit should be tested&lt;br /&gt;
 	2: The index of the bit to test.  Valid indexes are between 0 and 31, inclusive.&lt;br /&gt;
 &lt;br /&gt;
===[[bitwise-and]]===&lt;br /&gt;
 bitwise-and&lt;br /&gt;
 	Performs the bitwise AND operator on its arguments.  This is the same as if the logical AND operator was performed on each successive bit.  Takes 2 or more numeric arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[bitwise-or]]===&lt;br /&gt;
 bitwise-or&lt;br /&gt;
 	Performs the bitwise OR operator on its arguments.  This is the same as if the logical OR operator was performed on each successive bit.  Takes 2 or more numeric arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[bitwise-not]]===&lt;br /&gt;
 bitwise-not&lt;br /&gt;
 	Performs the bitwise NOT operator on its argument.  This is the same as if the logical NOT operator was performed on each successive bit.&lt;br /&gt;
 &lt;br /&gt;
 Note that the operation is performed as if on an unsigned integer whose maximum value is INT_MAX.  In other words, there is no need to worry about the sign bit.&lt;br /&gt;
 &lt;br /&gt;
 Takes only 1 argument.&lt;br /&gt;
 &lt;br /&gt;
===[[bitwise-xor]]===&lt;br /&gt;
 bitwise-xor&lt;br /&gt;
 	Performs the bitwise XOR operator on its arguments.  This is the same as if the logical XOR operator was performed on each successive bit.  Takes 2 or more numeric arguments.&lt;br /&gt;
 &lt;br /&gt;
=Status=&lt;br /&gt;
==Mission==&lt;br /&gt;
===[[num-ships-in-battle]]===&lt;br /&gt;
 num-ships-in-battle&lt;br /&gt;
 	Returns the number of ships in battle or the number of ships in battle out of a list of teams, wings, and ships.  Takes 1 or more arguments...&lt;br /&gt;
 	(all):	Teams, Wings, and Ships to query (optional)&lt;br /&gt;
===[[num-ships-in-wing]]===&lt;br /&gt;
 num-ships-in-wing&lt;br /&gt;
 	Returns the number of ships in battle which belong to a given wing.  Takes 1 or more arguments...&lt;br /&gt;
 	(all):	Name of wing(s) to check&lt;br /&gt;
===[[directive-value]]===&lt;br /&gt;
 directive-value&lt;br /&gt;
 	Causes a value to appear in the directive count&lt;br /&gt;
 	Always returns true. Takes 1 or more arguments...&lt;br /&gt;
 &lt;br /&gt;
 	1:	Value&lt;br /&gt;
 	2:	(Optional) Ignore the directive count set by any earlier SEXPs in the event. If set to false it will add instead&lt;br /&gt;
 &lt;br /&gt;
===[[get-hotkey]]===&lt;br /&gt;
 get-hotkey&lt;br /&gt;
 	Returns the hotkey integer of the ship or wing. Return values range from -1 to 7.&lt;br /&gt;
 	Return of -1 is no hotkey, return of 0 is F5, return of 1 is F6, ..., return of 7 is F12.&lt;br /&gt;
 &lt;br /&gt;
 	Takes 1 argument.&lt;br /&gt;
 &lt;br /&gt;
 	1:	Ship or wing to get hotkey.&lt;br /&gt;
 &lt;br /&gt;
==Player==&lt;br /&gt;
===[[was-promotion-granted]]===&lt;br /&gt;
 Was promotion granted (Boolean operator)&lt;br /&gt;
 	Returns true if a promotion was granted via the &#039;Grant promotion&#039; operator in the mission.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes no arguments.&lt;br /&gt;
===[[was-medal-granted]]===&lt;br /&gt;
 Was medal granted (Boolean operator)&lt;br /&gt;
 	Returns true if a medal was granted via via the &#039;Grant medal&#039; operator in the mission.  If you provide the optional argument to this operator, then true is only returned if the specified medal was granted.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 0 or 1 arguments...&lt;br /&gt;
 	1:	Name of medal to specifically check for (optional).&lt;br /&gt;
===[[num_kills]]===&lt;br /&gt;
 num-kills&lt;br /&gt;
 	Returns the # of kills a player has. The ship specified in the first field should be the ship the player is in.&lt;br /&gt;
 	So, for single player, this would be Alpha 1. For multiplayer, it can be any ship with a player in it. If, at any&lt;br /&gt;
 	time there is no player in a given ship, this sexpression will return 0&lt;br /&gt;
===[[num_assists]]===&lt;br /&gt;
 num-assists&lt;br /&gt;
 	Returns the # of assists a player has. The ship specified in the first field should be the ship the player is in.&lt;br /&gt;
 	So, for single player, this would be Alpha 1. For multiplayer, it can be any ship with a player in it. If, at any&lt;br /&gt;
 	time there is no player in a given ship, this sexpression will return 0&lt;br /&gt;
===[[num_type_kills]]===&lt;br /&gt;
 num-type-kills&lt;br /&gt;
 	Returns the # of kills a player has on a given ship type (fighter, bomber, cruiser, etc).&lt;br /&gt;
 The ship specified in the first field should be the ship the player is in.&lt;br /&gt;
 	So, for single player, this would be Alpha 1. For multiplayer, it can be any ship with a player in it. If, at any&lt;br /&gt;
 	time there is no player in a given ship, this sexpression will return 0&lt;br /&gt;
===[[num_class_kills]]===&lt;br /&gt;
 num-class-kills&lt;br /&gt;
 	Returns the # of kills a player has on a specific ship class (Ulysses, Hercules, etc).&lt;br /&gt;
 The ship specified in the first field should be the ship the player is in.&lt;br /&gt;
 	So, for single player, this would be Alpha 1. For multiplayer, it can be any ship with a player in it. If, at any&lt;br /&gt;
 	time there is no player in a given ship, this sexpression will return 0&lt;br /&gt;
===[[ship_score]]===&lt;br /&gt;
 ship-score&lt;br /&gt;
 	Returns the score a player has. The ship specified in the first field should be the ship the player is in.&lt;br /&gt;
 	So, for single player, this would be Alpha 1. For multiplayer, it can be any ship with a player in it. If, at any&lt;br /&gt;
 	time there is no player in a given ship, this sexpression will return 0&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
===[[ship-deaths]]===&lt;br /&gt;
 ship-deaths&lt;br /&gt;
 	Returns the # times a ship that is a player start has died.&lt;br /&gt;
 	The ship specified in the first field should be the ship that could have a player in.it&lt;br /&gt;
 	Only really useful for multiplayer.&lt;br /&gt;
===[[respawns-left]]===&lt;br /&gt;
 respawns-left&lt;br /&gt;
 	Returns the # respawns a player (or AI that could have been a player) has remaining.&lt;br /&gt;
 	The ship specified in the first field should be the player start.&lt;br /&gt;
 	Only really useful for multiplayer.&lt;br /&gt;
===[[is-player]]===&lt;br /&gt;
 is-player&lt;br /&gt;
 	Returns true if all the ships specified are currently under control of a player.&lt;br /&gt;
 	1 	(SinglePlayer) When true ships under AI control return false even if they are the player ship&lt;br /&gt;
 	 	(Multiplayer) When true ships that are respawning return true if the player is still connected&lt;br /&gt;
 	Rest 	List of ships to test&lt;br /&gt;
==Ship Status==&lt;br /&gt;
===[[is-in-mission]]===&lt;br /&gt;
 Is-In-Mission (Status operator)&lt;br /&gt;
 	Checks whether a given ship is presently in the mission.  This sexp doesn&#039;t check the arrival list or exited status; it only tests to see if the ship is active.  This means that internally the sexp only returns SEXP_TRUE or SEXP_FALSE and does not use any of the special shortcut values.  This is useful for ships created with ship-create, as those ships will not have used the conventional ship arrival list.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more string arguments, which are checked against the ship list.  (If more than 1 argument is specified, the sexp will only evaluate to true if all ships are in the mission simultaneously.)&lt;br /&gt;
===[[is-docked]]===&lt;br /&gt;
 Is-Docked (Status operator)&lt;br /&gt;
 	Checks whether the specified ships are currently docked.  This sexp is different from has-docked-delay, which will return true if the ships have docked at any point in the past.  The has-docked-delay sexp checks the mission log, whereas the is-docked sexp examines the actual dockpoints.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments.  (If more than 2 arguments are specified, the sexp will only evaluate to true if all ships are docked simultaneously.)&lt;br /&gt;
 If a single argument is supplied, the sexp will evaluate to true if anything is docked to the host ship. &lt;br /&gt;
 	1:	The host ship.&lt;br /&gt;
 	Rest:	Ship to check as docked to the host ship.&lt;br /&gt;
===[[is-ship-stealthy]]===&lt;br /&gt;
 is-ship-stealthy&lt;br /&gt;
 	Check whether ship is currently stealthy.&lt;br /&gt;
 	True if stealth flag set, false otherwise.  Takes 1 argument...&lt;br /&gt;
 	1: Name of ship to check&lt;br /&gt;
 &lt;br /&gt;
===[[is-friendly-stealth-visible]]===&lt;br /&gt;
 is-friendly-stealth-visible&lt;br /&gt;
 	Check whether ship will be visible to radar as a stealth friendly.&lt;br /&gt;
 	Takes 1 argument...&lt;br /&gt;
 	1: Name of ship to check&lt;br /&gt;
 &lt;br /&gt;
===[[is-ai-class]]===&lt;br /&gt;
 Is AI Class (Boolean operator)&lt;br /&gt;
 	True if ship or ship subsystem(s) is/are all of the specified AI class.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	AI class (&amp;quot;None&amp;quot;, &amp;quot;Coward&amp;quot;, &amp;quot;Lieutenant&amp;quot;, etc.)&lt;br /&gt;
 	2:	Name of ship to check.&lt;br /&gt;
 	Rest:	Name of ship subsystem(s) to check (optional)&lt;br /&gt;
===[[is-ship-type]]===&lt;br /&gt;
 Is Ship Type (Boolean operator)&lt;br /&gt;
 	True if ship or ships is/are all of the specified ship type.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	Ship type (&amp;quot;fighter&amp;quot;, &amp;quot;bomber&amp;quot;, etc.)&lt;br /&gt;
 	2:	Name of ship to check.&lt;br /&gt;
 &lt;br /&gt;
===[[is-ship-class]]===&lt;br /&gt;
 Is Ship Class (Boolean operator)&lt;br /&gt;
 	True if ship or ships is/are all of the specified ship class.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	Ship class&lt;br /&gt;
 	2:	Name of ship to check.&lt;br /&gt;
 &lt;br /&gt;
===[[is-facing]]===&lt;br /&gt;
 Is Facing (Boolean training operator)&lt;br /&gt;
 	Is true as long as the second object is within the first ship&#039;s specified forward cone.  A forward cone is defined as any point that the angle between the vector of the ship and point, and the forward facing vector is within the given angle. If the distance between the two is greater than the fourthparameter, this will return false.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 3 or 4 argument...&lt;br /&gt;
 	1:	Ship to check from.&lt;br /&gt;
 	2:	Object to check is within forward cone.&lt;br /&gt;
 	3:	Angle in degrees of the forward cone.&lt;br /&gt;
 	4:	Range in meters (optional).&lt;br /&gt;
===[[is_tagged]]===&lt;br /&gt;
 is-tagged&lt;br /&gt;
 	Returns whether a given ship is tagged or not&lt;br /&gt;
 &lt;br /&gt;
===[[are-ship-flags-set]]===&lt;br /&gt;
 Are ship flags set (Boolean operator)&lt;br /&gt;
 	Returns true if all of the specified flags have been set for this particular ship.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of the ship.	Rest:	Ship, object or ai flags which might be set for this ship..&lt;br /&gt;
===[[get-throttle-speed]]===&lt;br /&gt;
 Get-Throttle-Speed (Training operator)&lt;br /&gt;
 	Returns the current throttle speed that the ship has been set to. Reverse speeds are returned as a negative value. Takes 1 argument...&lt;br /&gt;
 	1:	Name of the player ship to check the throttle value for.&lt;br /&gt;
===[[current-speed]]===&lt;br /&gt;
 current-speed&lt;br /&gt;
 	Returns the speed of the given object. Takes 1 argument...&lt;br /&gt;
 	1:	Name of the object&lt;br /&gt;
===[[is-nav-linked]]===&lt;br /&gt;
 is-nav-linked&lt;br /&gt;
 Determines if a ship is linked for autopilot (&amp;quot;set-nav-carry&amp;quot; or &amp;quot;set-nav-needslink&amp;quot; + linked)Takes 1 argument...&lt;br /&gt;
 	1:	Ship to check&lt;br /&gt;
 &lt;br /&gt;
==Weapons, Shields, and Engines==&lt;br /&gt;
===[[has-primary-weapon]]===&lt;br /&gt;
 has-primary-weapon&lt;br /&gt;
 	Returns true if the primary weapon bank specified has any of the weapons listed. Takes 3 or more arguments...&lt;br /&gt;
 &lt;br /&gt;
 	1:	Ship name&lt;br /&gt;
 	2:	Weapon bank number (This is a zero-based index. The first bank is numbered 0.)&lt;br /&gt;
 	Rest:	Weapon name&lt;br /&gt;
 &lt;br /&gt;
===[[has-secondary-weapon]]===&lt;br /&gt;
 has-secondary-weapon&lt;br /&gt;
 	Returns true if the secondary weapon bank specified has any of the weapons listed. Takes 3 or more arguments...&lt;br /&gt;
 &lt;br /&gt;
 	1:	Ship name&lt;br /&gt;
 	2:	Weapon bank number (This is a zero-based index. The first bank is numbered 0.)&lt;br /&gt;
 	Rest:	Weapon name&lt;br /&gt;
 &lt;br /&gt;
===[[primary-fired-since]]===&lt;br /&gt;
 primary-fired-since&lt;br /&gt;
 	Returns true if the primary weapon bank specified has been fired within the supplied window of time. Takes 3 arguments...&lt;br /&gt;
 &lt;br /&gt;
 	1:	Ship name&lt;br /&gt;
 	2:	Weapon bank number (This is a zero-based index. The first bank is numbered 0.)&lt;br /&gt;
 	3:	Time period to check if the weapon was fired (in milliseconds)&lt;br /&gt;
 &lt;br /&gt;
===[[secondary-fired-since]]===&lt;br /&gt;
 secondary-fired-since&lt;br /&gt;
 	Returns true if the secondary weapon bank specified has been fired within the supplied window of time. Takes 3 arguments...&lt;br /&gt;
 &lt;br /&gt;
 	1:	Ship name&lt;br /&gt;
 	2:	Weapon bank number (This is a zero-based index. The first bank is numbered 0.)&lt;br /&gt;
 	3:	Time period to check if the weapon was fired (in milliseconds)&lt;br /&gt;
 &lt;br /&gt;
===[[primary-ammo-pct]]===&lt;br /&gt;
 primary-ammo-pct&lt;br /&gt;
 	Returns the percentage of ammo remaining in the specified ballistic primary bank (0 to 100).  Non-ballistic primary banks return as 100%.&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 	2: Bank to check (from 0 to N-1, where N is the number of primary banks in the ship; N or higher will return the cumulative average for all banks)&lt;br /&gt;
===[[get-primary-ammo]]===&lt;br /&gt;
 get-primary-ammo&lt;br /&gt;
 	Returns the amount of ammo remaining in the specified bank&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 	2: Bank to check (from 0 to N-1, where N is the number of primary banks in the ship; N or higher will return the cumulative total for all banks)&lt;br /&gt;
===[[get-secondary-ammo]]===&lt;br /&gt;
 get-secondary-ammo&lt;br /&gt;
 	Returns the amount of ammo remaining in the specified bank&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 	2: Bank to check (from 0 to N-1, where N is the number of secondary banks in the ship; N or higher will return the cumulative total for all banks)&lt;br /&gt;
===[[get-num-countermeasures]]===&lt;br /&gt;
 get-num-countermeasures&lt;br /&gt;
 	Returns the amount of countermeasures remaining&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 &lt;br /&gt;
===[[weapon-energy-pct]]===&lt;br /&gt;
 Weapon energy left&lt;br /&gt;
 	Returns a ship&#039;s current weapon energy as a percentage.&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 &lt;br /&gt;
===[[afterburner-energy-pct]]===&lt;br /&gt;
 Afterburner left&lt;br /&gt;
 	Returns a ship&#039;s current engine energy as a percentage.&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 &lt;br /&gt;
===[[is-in-turret-fov]]===&lt;br /&gt;
 is-in-turret-fov&lt;br /&gt;
 	Checks whether the given craft is within the field of view of a turret, and optionally within a specified range.  Takes 3 to 4 arguments...&lt;br /&gt;
 	1: Ship being targeted&lt;br /&gt;
 	2: Ship which carries a turret&lt;br /&gt;
 	3: Turret to check&lt;br /&gt;
 	4: Range in meters (optional)&lt;br /&gt;
 &lt;br /&gt;
==Cargo==&lt;br /&gt;
===[[is-cargo]]===&lt;br /&gt;
 Is Cargo (Status operator)&lt;br /&gt;
 	Checks whether the specified ship or ship subsystem contains a particular cargo.&lt;br /&gt;
 Takes 2 or 3 arguments...&lt;br /&gt;
 	1:	Name of the cargo&lt;br /&gt;
 	2:	Name of the ship&lt;br /&gt;
 	3:	Name of the ship subsystem (optional)&lt;br /&gt;
==Damage==&lt;br /&gt;
===[[hits-left-subsystem-generic]]===&lt;br /&gt;
 hits-left-subsystem-generic (status operator)&lt;br /&gt;
 	Returns the current level of integrity of a generic subsystem type, as a percentage.  A &amp;quot;generic subsystem type&amp;quot; is a subsystem *category*, (for example, Engines), that includes one or more *individual* subsystems (for example, engine01, engine02, and engine03) on a ship.&lt;br /&gt;
 &lt;br /&gt;
 This is the way FreeSpace tests certain subsystem thresholds internally; for example, if the integrity of all engine subsystems (that is, the combined strength of all engines divided by the maximum total strength of all engines) is less than 30%, the player cannot warp out.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.  Takes 2 arguments...&lt;br /&gt;
 	1:	Name of ship to check&lt;br /&gt;
 	2:	Name of subsystem type to check&lt;br /&gt;
 &lt;br /&gt;
===[[hits-left-subsystem-specific]]===&lt;br /&gt;
 hits-left-subsystem-specific (status operator)&lt;br /&gt;
 	Returns the current level of integrity of a specific subsystem, as a percentage.&lt;br /&gt;
 &lt;br /&gt;
 (If you were looking for the old hits-left-subsystem operator, this is almost certainly the operator you want.  The hits-left-subsystem operator suffers from a serious design flaw that causes it to behave like hits-left-subsystem-generic.  As such it has been deprecated and will not appear in the operator list; it can only be used if you type it in manually.  Old missions using hits-left-subsystem will still work, but mission designers are strongly encouraged to use the new operators instead.)&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.  Takes 2 arguments...&lt;br /&gt;
 	1:	Name of ship to check&lt;br /&gt;
 	2:	Name of subsystem to check&lt;br /&gt;
 &lt;br /&gt;
===[[sim-hits-left]]===&lt;br /&gt;
 Simulated Hits left (Status operator)&lt;br /&gt;
 	Returns the current level of the specified ship&#039;s simulated hull as a percentage.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.  Takes 1 argument...&lt;br /&gt;
 	1:	Name of ship to check.&lt;br /&gt;
===[[get-damage-caused]]===&lt;br /&gt;
 Get damage caused (Status operator)&lt;br /&gt;
 	Returns the amount of damage one or more ships have done to a ship.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Ship that has been damaged.&lt;br /&gt;
 	2:	Name of ships that may have damaged it.&lt;br /&gt;
==Distance and Coordinates==&lt;br /&gt;
===[[distance-to-center]]===&lt;br /&gt;
 Distance-To-Center (Status operator)&lt;br /&gt;
 	Returns the distance between the centers of two objects.  These can be ships, wings, or waypoints.&lt;br /&gt;
 When a wing or team is given (for either argument), the result will be the closest distance.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.  Takes 2 arguments...&lt;br /&gt;
 	1:	The name of one of the objects.&lt;br /&gt;
 	2:	The name of the other object.&lt;br /&gt;
===[[distance-to-bbox]]===&lt;br /&gt;
 Distance-To-BBox (Status operator)&lt;br /&gt;
 	Returns the distance between the bounding boxes of two objects.  These can be ships, wings, or waypoints.&lt;br /&gt;
 When a wing or team is given (for either argument), the result will be the closest distance.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.  Takes 2 arguments...&lt;br /&gt;
 	1:	The name of one of the objects.&lt;br /&gt;
 	2:	The name of the other object.&lt;br /&gt;
===[[distance-center-to-subsystem]]===&lt;br /&gt;
 Center distance from ship subsystem (Status operator)&lt;br /&gt;
 	Returns the distance between the center of an object and the center of a ship subsystem.  The object can be a ship, wing, or waypoint.&lt;br /&gt;
 When a wing or team is given, the result will be the closest distance.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.  Takes 3 arguments...&lt;br /&gt;
 	1:	The name of the object.&lt;br /&gt;
 	2:	The name of the ship which houses the subsystem.&lt;br /&gt;
 	3:	The name of the subsystem.&lt;br /&gt;
===[[distance-bbox-to-subsystem]]===&lt;br /&gt;
 BBox distance from ship subsystem (Status operator)&lt;br /&gt;
 	Returns the distance between the bounding box of an object and the center of a ship subsystem.  The object can be a ship, wing, or waypoint.&lt;br /&gt;
 When a wing or team is given, the result will be the closest distance.&lt;br /&gt;
 &lt;br /&gt;
 Returns a numeric value.  Takes 3 arguments...&lt;br /&gt;
 	1:	The name of the object.&lt;br /&gt;
 	2:	The name of the ship which houses the subsystem.&lt;br /&gt;
 	3:	The name of the subsystem.&lt;br /&gt;
===[[distance-to-nav]]===&lt;br /&gt;
 distance-to-nav&lt;br /&gt;
 Returns the distance from the center of the player ship to a nav point. Takes 1 argument...	1:	The name of the navpoint&lt;br /&gt;
===[[num-within-box]]===&lt;br /&gt;
 Number of specified objects in the box specified&lt;br /&gt;
 	1: Box center (X)&lt;br /&gt;
 	2: Box center (Y)&lt;br /&gt;
 	3: Box center (Z)&lt;br /&gt;
 	4: Box half-width (distance +/- away from center X)&lt;br /&gt;
 	5: Box half-height (distance +/- away from center Y)&lt;br /&gt;
 	6: Box half-depth (distance +/- away from center Z)&lt;br /&gt;
 	Rest:	Ships or wings to check&lt;br /&gt;
===[[is-in-box]]===&lt;br /&gt;
 Whether an object is in the box specified. If a second ship is specified, the box is relative to that ship&#039;s reference frame. &lt;br /&gt;
 	1: Ships, wings, or points to check&lt;br /&gt;
 	2: Min X&lt;br /&gt;
 	3: Max X&lt;br /&gt;
 	4: Min Y&lt;br /&gt;
 	5: Max Y&lt;br /&gt;
 	6: Min Z&lt;br /&gt;
 	7: Max Z&lt;br /&gt;
 	8: Ship to use as reference frame (optional).&lt;br /&gt;
===[[get-object-x]]===&lt;br /&gt;
 get-object-x&lt;br /&gt;
 	Returns the absolute X coordinate of a set of coordinates relative to a particular object (or object&#039;s subsystem).  The input coordinates are the coordinates relative to the object&#039;s position and orientation.  If no input coordinates are specified, the coordinate returned is the coordinate of the object (or object&#039;s subsystem) itself.  Takes 1 to 5 arguments...&lt;br /&gt;
 	1: The name of a ship, wing, or waypoint.&lt;br /&gt;
 	2: A ship subsystem (or &amp;quot;&amp;lt;none&amp;gt;&amp;quot; if the first argument is not a ship - optional).&lt;br /&gt;
 	3: The relative X coordinate (optional).&lt;br /&gt;
 	4: The relative Y coordinate (optional).&lt;br /&gt;
 	5: The relative Z coordinate (optional).&lt;br /&gt;
 &lt;br /&gt;
===[[get-object-y]]===&lt;br /&gt;
 get-object-y&lt;br /&gt;
 	Returns the absolute Y coordinate of a set of coordinates relative to a particular object (or object&#039;s subsystem).  The input coordinates are the coordinates relative to the object&#039;s position and orientation.  If no input coordinates are specified, the coordinate returned is the coordinate of the object (or object&#039;s subsystem) itself.  Takes 1 to 5 arguments...&lt;br /&gt;
 	1: The name of a ship, wing, or waypoint.&lt;br /&gt;
 	2: A ship subsystem (or &amp;quot;&amp;lt;none&amp;gt;&amp;quot; if the first argument is not a ship - optional).&lt;br /&gt;
 	3: The relative X coordinate (optional).&lt;br /&gt;
 	4: The relative Y coordinate (optional).&lt;br /&gt;
 	5: The relative Z coordinate (optional).&lt;br /&gt;
 &lt;br /&gt;
===[[get-object-z]]===&lt;br /&gt;
 get-object-z&lt;br /&gt;
 	Returns the absolute Z coordinate of a set of coordinates relative to a particular object (or object&#039;s subsystem).  The input coordinates are the coordinates relative to the object&#039;s position and orientation.  If no input coordinates are specified, the coordinate returned is the coordinate of the object (or object&#039;s subsystem) itself.  Takes 1 to 5 arguments...&lt;br /&gt;
 	1: The name of a ship, wing, or waypoint.&lt;br /&gt;
 	2: A ship subsystem (or &amp;quot;&amp;lt;none&amp;gt;&amp;quot; if the first argument is not a ship - optional).&lt;br /&gt;
 	3: The relative X coordinate (optional).&lt;br /&gt;
 	4: The relative Y coordinate (optional).&lt;br /&gt;
 	5: The relative Z coordinate (optional).&lt;br /&gt;
 &lt;br /&gt;
===[[get-object-pitch]]===&lt;br /&gt;
 get-object-pitch&lt;br /&gt;
 	Returns the pitch angle, in degrees, of a particular object.  The returned value will be between 0 and 360.  Takes 1 argument...&lt;br /&gt;
 	1: The name of a ship or wing.&lt;br /&gt;
 &lt;br /&gt;
===[[get-object-bank]]===&lt;br /&gt;
 get-object-bank&lt;br /&gt;
 	Returns the bank angle, in degrees, of a particular object.  The returned value will be between 0 and 360.  Takes 1 argument...&lt;br /&gt;
 	1: The name of a ship or wing.&lt;br /&gt;
 &lt;br /&gt;
===[[get-object-heading]]===&lt;br /&gt;
 get-object-heading&lt;br /&gt;
 	Returns the heading angle, in degrees, of a particular object.  The returned value will be between 0 and 360.  Takes 1 argument...&lt;br /&gt;
 	1: The name of a ship or wing.&lt;br /&gt;
 &lt;br /&gt;
===[[get-object-speed-x]]===&lt;br /&gt;
 get-object-speed-x&lt;br /&gt;
 	Returns the X speed of a ship or wing as an integer.Takes 2 or 3 arguments...&lt;br /&gt;
 	1: The name of the object.&lt;br /&gt;
 	2: Whether the speed on the axis should be set according to the universe grid (when false) or according to the object&#039;s facing (when true); You almost always want to set this to true; (optional; defaults to false).&lt;br /&gt;
 &lt;br /&gt;
===[[get-object-speed-y]]===&lt;br /&gt;
 get-object-speed-y&lt;br /&gt;
 	Returns the Y speed of a ship or wing as an integer.Takes 2 or 3 arguments...&lt;br /&gt;
 	1: The name of the object.&lt;br /&gt;
 	2: Whether the speed on the axis should be set according to the universe grid (when false) or according to the object&#039;s facing (when true); You almost always want to set this to true; (optional; defaults to false).&lt;br /&gt;
 &lt;br /&gt;
===[[get-object-speed-z]]===&lt;br /&gt;
 get-object-speed-z&lt;br /&gt;
 	Returns the Z speed of a ship or wing as an integer.Takes 2 or 3 arguments...&lt;br /&gt;
 	1: The name of the object.&lt;br /&gt;
 	2: Whether the speed on the axis should be set according to the universe grid (when false) or according to the object&#039;s facing (when true); You almost always want to set this to true; (optional; defaults to false).&lt;br /&gt;
 &lt;br /&gt;
==Variables==&lt;br /&gt;
===[[string-to-int]]===&lt;br /&gt;
 string-to-int&lt;br /&gt;
 	Converts a string into an integer.  All non-numeric characters (except for the negative sign) will be ignored, as will any fractional part of a decimal number.  This behavior is somewhat different than the atoi() function in C or C++, which will abort if it encounters any non-numeric character.  For a string like &amp;quot;turret31&amp;quot;, this sexp will return 31, but atoi() will return 0.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	String to convert&lt;br /&gt;
===[[string-get-length]]===&lt;br /&gt;
 string-get-length&lt;br /&gt;
 	Returns the length of the specified string.  Takes 1 argument.&lt;br /&gt;
==Other==&lt;br /&gt;
=Change=&lt;br /&gt;
==Messages and Personas==&lt;br /&gt;
===[[send-message-chain]]===&lt;br /&gt;
 send-message-chain&lt;br /&gt;
 	This works just like send-message-list, but if the event specified in the first argument becomes true, all un-played messages are cancelled.&lt;br /&gt;
 	1:	The event that will cancel the message chain. &lt;br /&gt;
 	2:	Name of who the message is from.&lt;br /&gt;
 	3:	Priority of message (&amp;quot;Low&amp;quot;, &amp;quot;Normal&amp;quot; or &amp;quot;High&amp;quot;).&lt;br /&gt;
 	4:	Name of message (from message editor).&lt;br /&gt;
 	5:	Delay from previous message in list (if any) in ms&lt;br /&gt;
 Use Add-Data for multiple messages.&lt;br /&gt;
 &lt;br /&gt;
 IMPORTANT: Each additional message in the list MUST HAVE four entries; any message without the four proper fields will be ignored, as will any successive messages.&lt;br /&gt;
 &lt;br /&gt;
 	High priority are not interrupted by anything, and will be sent by Command if the sender is destroyed.&lt;br /&gt;
 	Normal priority takes precedence over builtin messages, but will not be sent if the sender is destroyed.&lt;br /&gt;
 	Low priority are not sent if the sender&#039;s communication subsystem is destroyed, and may be interrupted.&lt;br /&gt;
&lt;br /&gt;
===[[scramble-messages]]===&lt;br /&gt;
 scramble-messages&lt;br /&gt;
 	Causes messages to be sent as if the player has sustained communications subsystem or EMP damage.  This effect can be reversed using unscramble-messages.  Takes zero or more arguments.&lt;br /&gt;
 	All (Optional):	Name of the ship for which to scramble messages.  If no ships are specified, message scrambling will be turned on for all messages the player receives.&lt;br /&gt;
 &lt;br /&gt;
===[[unscramble-messages]]===&lt;br /&gt;
 unscramble-messages&lt;br /&gt;
 	Undoes the effects of scramble-messages, causing messages to be sent clearly.  Takes zero or more arguments.&lt;br /&gt;
 	All (Optional):	Name of the ship for which to scramble messages.  If no ships are specified, message scrambling will be turned on for all messages the player receives.&lt;br /&gt;
 &lt;br /&gt;
===[[disable-builtin-messages]]===&lt;br /&gt;
 Disable builtin messages (Action operator)&lt;br /&gt;
 	Turns the built in messages sent by command or pilots off&lt;br /&gt;
 Takes 0 or more arguments....&lt;br /&gt;
 If no arguments are supplied all built in messages are disabled.&lt;br /&gt;
 Using the Any Wingman option silences for all ships in wings.&lt;br /&gt;
 	All:	Name of ship to be silenced.&lt;br /&gt;
===[[enable-builtin-messages]]===&lt;br /&gt;
 Enable builtin messages (Action operator)&lt;br /&gt;
 	Turns the built in messages sent by command or pilots on&lt;br /&gt;
 Takes 0 or more arguments...&lt;br /&gt;
 If no arguments are supplied any ships not given individual silence orders will be able&lt;br /&gt;
 to send built in messages. Command will also be unsilenced&lt;br /&gt;
 Using the Any Wingman option cancels radio silence for all ships in wings.&lt;br /&gt;
 	All:	Name of ship to allow to talk.&lt;br /&gt;
===[[set-persona]]===&lt;br /&gt;
 Set Persona (Action operator)&lt;br /&gt;
 	Sets the persona of the supplied ship to the persona supplied&lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Persona to use.	Rest:	Name of the ship.&lt;br /&gt;
===[[set-death-message]]===&lt;br /&gt;
 set-death-message&lt;br /&gt;
 	Sets the message displayed when the specified players are killed.  Takes 1 or more arguments...&lt;br /&gt;
 	1:	The message&lt;br /&gt;
 	Rest:	The players for whom this message is displayed (optional) (currently not implemented)&lt;br /&gt;
===[[set-mission-mood]]===&lt;br /&gt;
 set Mission Mood (Action operator)&lt;br /&gt;
 	Sets the mood of the mission, this affects the choice of builtin messages sent by wingmen&lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Mission mood (from messages.tbl) to use.&lt;br /&gt;
&lt;br /&gt;
==AI Control==&lt;br /&gt;
===[[add-goal]]===&lt;br /&gt;
 Add goal (Action operator)&lt;br /&gt;
 	Adds a goal to a ship or wing.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1:	Name of ship or wing to add goal to.&lt;br /&gt;
 	2:	Goal to add.&lt;br /&gt;
===[[remove-goal]]===&lt;br /&gt;
 Remove goal (Action operator)&lt;br /&gt;
 	Removes a goal from a ship or wing.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1:	Name of ship or wing to remove goal from.&lt;br /&gt;
 	2:	Goal to remove.&lt;br /&gt;
===[[change-ai-class]]===&lt;br /&gt;
 Change AI Class (Action operator)&lt;br /&gt;
 	Sets the specified ship or ship subsystem(s) to the specified ai class.&lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	AI Class to change to (&amp;quot;None&amp;quot;, &amp;quot;Coward&amp;quot;, &amp;quot;Lieutenant&amp;quot;, etc.)&lt;br /&gt;
 	2:	Name of ship to change AI class of&lt;br /&gt;
 	Rest:	Name of subsystem to change AI class of (optional)&lt;br /&gt;
===[[player-use-ai]]===&lt;br /&gt;
 player-use-ai&lt;br /&gt;
 	Causes the player&#039;s ship to be controlled by the FreeSpace AI.  Takes 0 arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[player-not-use-ai]]===&lt;br /&gt;
 player-not-use-ai&lt;br /&gt;
 	Causes the player&#039;s ship to not be controlled by the FreeSpace AI.  Takes 0 arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[set-player-orders]]===&lt;br /&gt;
 set-player-orders&lt;br /&gt;
 	Changes the orders friendly AI will accept. Takes 3 or more arguments.&lt;br /&gt;
 	1:	Ship Name&lt;br /&gt;
 	2:	True/False as to whether this order is allowed or not&lt;br /&gt;
 	Rest:	Order&lt;br /&gt;
==Ship Status==&lt;br /&gt;
===[[turret-protect-ship]]===&lt;br /&gt;
 Turret Protect ship (Action operator)&lt;br /&gt;
 	Protects a ship from being attacked with a turret weapon of a given type.  Any ship that is turret protected will not come under enemy fire from that type of turret, though it may come under fire by other turrets.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Type of turret (currently supported types are &amp;quot;beam&amp;quot;, &amp;quot;flak&amp;quot;, &amp;quot;laser&amp;quot;, and &amp;quot;missile&amp;quot;)&lt;br /&gt;
 	Rest:	Name of ship(s) to protect.&lt;br /&gt;
===[[turret-unprotect-ship]]===&lt;br /&gt;
 Turret Unprotect ship (Action operator)&lt;br /&gt;
 	Unprotects a ship from being attacked with a turret weapon of a given type.  Any ship that is not turret protected can come under enemy fire from that type of turret.  This function is the opposite of turret-protect-ship.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Type of turret (currently supported types are &amp;quot;beam&amp;quot;, &amp;quot;flak&amp;quot;, &amp;quot;laser&amp;quot;, and &amp;quot;missile&amp;quot;)&lt;br /&gt;
 	Rest:	Name of ship(s) to unprotect.&lt;br /&gt;
===[[ship-stealthy]]===&lt;br /&gt;
 ship-stealthy&lt;br /&gt;
 	Causes the ships listed in this sexpression to become stealth ships (i.e. invisible to radar).&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Name of ships to make stealthy.&lt;br /&gt;
===[[ship-unstealthy]]===&lt;br /&gt;
 ship-unstealthy&lt;br /&gt;
 	Causes the ships listed in this sexpression to become non-stealth ships (i.e. visible to radar).&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Name of ships to make non-stealthy.&lt;br /&gt;
===[[friendly-stealth-invisible]]===&lt;br /&gt;
 friendly-stealth-invisible&lt;br /&gt;
 	Causes the friendly ships listed in this sexpression to be invisible to radar, just like hostile stealth ships.It doesn&#039;t matter if the ship is friendly at the time this sexp executes: as long as it is a stealth ship, it willbe invisible to radar both as hostile and as friendly.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Name of ships&lt;br /&gt;
===[[friendly-stealth-visible]]===&lt;br /&gt;
 friendly-stealth-visible&lt;br /&gt;
 	Causes the friendly ships listed in this sexpression to resume their normal behavior of being visible to radar asstealth friendlies.  Does not affect their visibility as stealth hostiles.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Name of ships&lt;br /&gt;
===[[primitive-sensors-set-range]]===&lt;br /&gt;
 primitive-sensors-set-range&lt;br /&gt;
 	Sets the range of the primitive sensors on a ship.  Ships outside of this range will not appear on sensors.  Has no effect on ships that do not have the &amp;quot;primitive-sensors&amp;quot; flag2 set.  Takes 2 arguments...&lt;br /&gt;
 	1: Ship on which to set range&lt;br /&gt;
 	2: Range, in meters&lt;br /&gt;
 &lt;br /&gt;
===[[ship-targetable-as-bomb]]===&lt;br /&gt;
 ship-targetable-as-bomb&lt;br /&gt;
 	Causes the ships listed in this sexpression to be targetable with bomb targeting key.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	1+:	Name of ships to make targetable with bomb targeting key.&lt;br /&gt;
===[[ship-untargetable-as-bomb]]===&lt;br /&gt;
 ship-untargetable-as-bomb&lt;br /&gt;
 	Causes the ships listed in this sexpression to not be targetable with bomb targeting key.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	1+:	Name of ships to make nontargetable with bomb targeting key.&lt;br /&gt;
===[[kamikaze]]===&lt;br /&gt;
 kamikaze&lt;br /&gt;
 	Tells ships to perform a kamikaze on its current target. Takes 2 or more arguments...&lt;br /&gt;
 	1: Damage dealt when kamikaze is done&lt;br /&gt;
 	Rest: Names of ships to perform kamikaze&lt;br /&gt;
 &lt;br /&gt;
===[[change-iff-color]]===&lt;br /&gt;
 Change IFF Color (Action operator)&lt;br /&gt;
 	Sets the specified ship(s) or wing(s) apparent color.&lt;br /&gt;
 Takes 6 or more arguments...&lt;br /&gt;
 	1:	Name of the team from which target is observed from.&lt;br /&gt;
 	2:	Name of the team of the observed target to receive the alternate color.&lt;br /&gt;
 	3:	Red color (value from 0 to 255).&lt;br /&gt;
 	4:	Green color (value from 0 to 255).&lt;br /&gt;
 	5:	Blue color (value from 0 to 255).&lt;br /&gt;
 	Rest:	Name of ship or wing to change team status of.&lt;br /&gt;
===[[ship-change-alt-name]]===&lt;br /&gt;
 ship-change-alt-name&lt;br /&gt;
 	Changes the alternate ship class name displayed in the HUD target window.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	The ship class name to display&lt;br /&gt;
 	Rest:	The ships to display the new class name&lt;br /&gt;
===[[ship-change-callsign]]===&lt;br /&gt;
 ship-change-callsign&lt;br /&gt;
 	Changes the callsign of a ship.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	The callsign to display or empty to remove&lt;br /&gt;
 	Rest:	The ships to display the new callsign&lt;br /&gt;
===[[ship-tag]]===&lt;br /&gt;
 ship-tag&lt;br /&gt;
 	Tags a ship.  Takes 3 or 8 arguments...&lt;br /&gt;
 	1: The name of a ship.&lt;br /&gt;
 	2: The tag level (currently 1, 2, or 3).&lt;br /&gt;
 	3: The tag time (in seconds).&lt;br /&gt;
 	4: A SSM missile (optional - used only for TAG-C).&lt;br /&gt;
 	5: The X origin of the SSM missile (optional - used only for TAG-C).&lt;br /&gt;
 	6: The Y origin of the SSM missile (optional - used only for TAG-C).&lt;br /&gt;
 	7: The Z origin of the SSM missile (optional - used only for TAG-C).&lt;br /&gt;
 	8: The team the SSM missile belongs to (optional - used only for TAG-C).&lt;br /&gt;
 &lt;br /&gt;
===[[ship-untag]]===&lt;br /&gt;
 Min arguments: 1, Max arguments: 1&lt;br /&gt;
===[[set-arrival-info]]===&lt;br /&gt;
 set-arrival-info&lt;br /&gt;
 	Sets arrival information for a ship or wing.  Takes 2 to 7 arguments...&lt;br /&gt;
 	1: Ship or wing name&lt;br /&gt;
 	2: Arrival location&lt;br /&gt;
 	3: Arrival anchor (optional; only required for certain locations)&lt;br /&gt;
 	4: Arrival path mask (optional; this is a bitfield where the bits set to 1 correspond to the paths to use; defaults to 0 which is a special case that means all paths can be used)&lt;br /&gt;
 	5: Arrival distance (optional; defaults to 0)&lt;br /&gt;
 	6: Arrival delay (optional; defaults to 0)&lt;br /&gt;
 	7: Whether to show a jump effect if arriving from subspace (optional; defaults to true)&lt;br /&gt;
 &lt;br /&gt;
===[[set-departure-info]]===&lt;br /&gt;
 set-departure-info&lt;br /&gt;
 	Sets departure information for a ship or wing.  Takes 2 to 6 arguments...&lt;br /&gt;
 	1: Ship or wing name&lt;br /&gt;
 	2: Departure location&lt;br /&gt;
 	3: Departure anchor (optional; only required for certain locations)&lt;br /&gt;
 	4: Departure path mask (optional; this is a bitfield where the bits set to 1 correspond to the paths to use; defaults to 0 which is a special case that means all paths can be used)&lt;br /&gt;
 	5: Departure delay (optional; defaults to 0)&lt;br /&gt;
 	6: Whether to show a jump effect if departing to subspace (optional; defaults to true)&lt;br /&gt;
 &lt;br /&gt;
===[[alter-ship-flag]]===&lt;br /&gt;
 alter-ship-flag&lt;br /&gt;
 	Sets a ships flag and/or parse flag.&lt;br /&gt;
 &lt;br /&gt;
 Takes 4 or more arguments...&lt;br /&gt;
 	1:	Ship flag name&lt;br /&gt;
 	2:	True if turning on, false if turning off&lt;br /&gt;
 	3:	True\False - Apply this flag to future waves of this wing. Apply to ship if not present&lt;br /&gt;
 	Rest:	 (optional) Name of ships, wings, or entire teams. If not supplied, will work on all ships in the mission&lt;br /&gt;
 &lt;br /&gt;
 Ship Flags:&lt;br /&gt;
 invulnerable - Stops ship from taking any damage&lt;br /&gt;
 protect-ship - Ship and Turret AI will ignore and not attack ship&lt;br /&gt;
 beam-protect-ship - Turrets with beam weapons will ignore and not attack ship&lt;br /&gt;
 no-shields - Ship will have no shields (ETS will be rebalanced if shields were off and are enabled)&lt;br /&gt;
 targetable-as-bomb - Allows ship to be targetted with the bomb targetting key&lt;br /&gt;
 flak-protect-ship - Turrets with flak weapons will ignore and not attack ship&lt;br /&gt;
 laser-protect-ship - Turrets with laser weapons will ignore and not attack ship&lt;br /&gt;
 missile-protect-ship - Turrets with missile weapons will ignore and not attack ship&lt;br /&gt;
 immobile - Will not let a ship move or rotate in any fashion&lt;br /&gt;
 vaporize - Causes a ship to vanish (no deathroll, no debris, no explosion) when destroyed&lt;br /&gt;
 break-warp - Causes a ship&#039;s subspace drive to break. Can be repaired by a support ship&lt;br /&gt;
 never-warp - Causes a ship&#039;s subspace drive to never work. Cannot be repaired by a support ship&lt;br /&gt;
 afterburner-locked - Will stop a ship from firing their afterburner&lt;br /&gt;
 primaries-locked - Will stop a ship from firing their primary weapons&lt;br /&gt;
 secondaries-locked - Will stop a ship from firing their secondary weapons&lt;br /&gt;
 no-subspace-drive - Will not allow a ship to jump into subspace&lt;br /&gt;
 don&#039;t-collide-invisible - Will cause polygons with an invisible texture to stop colliding with objects&lt;br /&gt;
 no-ets - Will not allow a ship to alter its ETS system&lt;br /&gt;
 toggle-subsystem-scanning - Switches between being able to scan a whole ship or individual subsystems&lt;br /&gt;
 scannable - Whether or not the ship can be scanned&lt;br /&gt;
 cargo-known - If set, the ships cargo can be seen without scanning the ship&lt;br /&gt;
 stealth - If set, the ship can&#039;t be targeted, is invisible on radar, and is ignored by AI unless firing&lt;br /&gt;
 friendly-stealth-invisible - If set, the ship can&#039;t be targeted even by ships on the same team&lt;br /&gt;
 hide-ship-name - If set, the ship name can&#039;t be seen when the ship is targeted&lt;br /&gt;
 hidden-from-sensors - If set, the ship can&#039;t be targeted and appears on radar as a blinking dot&lt;br /&gt;
 no-dynamic - Will stop allowing the AI to persue dynamic goals (eg: chasing ships it was not ordered to)&lt;br /&gt;
 no-secondary-lock-on - Will disable target acquisition for secondaries of all types (does not affect turrets)&lt;br /&gt;
 &lt;br /&gt;
==Weapons, Shields, and Engines==&lt;br /&gt;
===[[set-weapon-energy]]===&lt;br /&gt;
 set-weapon-energy&lt;br /&gt;
 	Sets the weapon energy for the specified ship(s)&lt;br /&gt;
 	Takes 2 or more arguments&lt;br /&gt;
 	1: percentage of maximum weapon energy.&lt;br /&gt;
 	(rest): Name(s) of ship(s)&lt;br /&gt;
===[[set-shield-energy]]===&lt;br /&gt;
 set-shield-energy&lt;br /&gt;
 	Sets the shield energy for the specified ship(s)&lt;br /&gt;
 	Takes 2 or more arguments&lt;br /&gt;
 	1: percentage of maximum shield energy.&lt;br /&gt;
 	(rest): Name(s) of ship(s)&lt;br /&gt;
===[[set-player-throttle-speed]]===&lt;br /&gt;
 set-player-throttle-speed&lt;br /&gt;
 	Sets a player&#039;s throttle to a percentage of their maximum speed.&lt;br /&gt;
 	This SEXP has no effect if used on an AI ship, however it will still work on an AI-controlled player ship.&lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1:	The player ship to set the throttle of.&lt;br /&gt;
 	2:	The percentage of the player&#039;s maximum speed to set their throttle to.&lt;br /&gt;
 		This is capped to either 0 or 100 if outside the valid range.&lt;br /&gt;
===[[set-afterburner-energy]]===&lt;br /&gt;
 set-afterburner-energy&lt;br /&gt;
 	Sets the afterburner energy for the specified ship(s)&lt;br /&gt;
 	Takes 2 or more arguments&lt;br /&gt;
 	1: percentage of maximum afterburner energy.&lt;br /&gt;
 	(rest): Name(s) of ship(s)&lt;br /&gt;
===[[set-subspace-drive]]===&lt;br /&gt;
 set-subspace-drive&lt;br /&gt;
 	Turns on or off the subspace edrive for the given ships.  A ship with no subspace drive will act as though it doesn&#039;t even occur to him to depart via subspace, and if ordered to do so, he will look for a friendly ship with a hangar bay.  If the ship is the player, pressing Alt-J will not not initiate a jump, nor give any indication that a jump failed.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	True if the ship should have a drive; false otherwise&lt;br /&gt;
 	Rest:	List of ships&lt;br /&gt;
===[[set-primary-weapon]]===&lt;br /&gt;
 set-primary-weapon&lt;br /&gt;
 	Sets the weapon for the specified bank&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 	2: Bank to check (0, 1 and 2 are legal banks)&lt;br /&gt;
 	3: Name of the primary weapon &lt;br /&gt;
 	4: Number to set ammo of this bank to (If this is larger than the maximum, bank will be set to maximum)&lt;br /&gt;
 	5: Rearm Limit. Support ships will only supply this number of weapons (If this is larger than the maximum, bank will be set to maximum)&lt;br /&gt;
===[[set-secondary-weapon]]===&lt;br /&gt;
 set-secondary-weapon&lt;br /&gt;
 	Sets the weapon for the specified bank&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 	2: Bank to check (0, 1, 2 and 3 are legal banks)&lt;br /&gt;
 	3: Name of the secondary weapon &lt;br /&gt;
 	4: Number to set ammo of this bank to (If this is larger than the maximum, bank will be set to maximum)&lt;br /&gt;
 	5: Rearm Limit. Support ships will only supply this number of weapons (If this is larger than the maximum, bank will be set to maximum)&lt;br /&gt;
===[[set-primary-ammo]]===&lt;br /&gt;
 set-primary-ammo&lt;br /&gt;
 	Sets the amount of ammo for the specified ballistic bank&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 	2: Bank to check (0, 1, and 2 are legal banks)&lt;br /&gt;
 	3: Number to set this bank to (If this is larger than the maximum, bank will be set to maximum).&lt;br /&gt;
 	4: Rearm Limit. Support ships will only supply this number of weapons (If this is larger than the maximum, bank will be set to maximum)&lt;br /&gt;
===[[set-secondary-ammo]]===&lt;br /&gt;
 set-secondary-ammo&lt;br /&gt;
 	Sets the amount of ammo for the specified bank&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 	2: Bank to check (0, 1, 2 and 3 are legal banks)&lt;br /&gt;
 	3: Number to set this bank to (If this is larger than the maximum, bank will be set to maximum).&lt;br /&gt;
 	4: Rearm Limit. Support ships will only supply this number of weapons (If this is larger than the maximum, bank will be set to maximum)&lt;br /&gt;
===[[set-num-countermeasures]]===&lt;br /&gt;
 set-num-countermeasures&lt;br /&gt;
 	Sets the number of countermeasures the ship has&lt;br /&gt;
 	Values greater than the maximum a ship can carry are set to the maximum&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 	2: Number to set&lt;br /&gt;
===[[lock-primary-weapon]]===&lt;br /&gt;
 lock-primary-weapon&lt;br /&gt;
 	Locks the primary banks for the specified ship(s)&lt;br /&gt;
 	Takes 1 or more arguments&lt;br /&gt;
 	(all): Name(s) of ship(s) to lock&lt;br /&gt;
===[[unlock-primary-weapon]]===&lt;br /&gt;
 unlock-primary-weapon&lt;br /&gt;
 	Unlocks the primary banks for the specified ship(s)&lt;br /&gt;
 	Takes 1 or more arguments&lt;br /&gt;
 	(all): Name(s) of ship(s) to lock&lt;br /&gt;
===[[lock-secondary-weapon]]===&lt;br /&gt;
 lock-secondary-weapon&lt;br /&gt;
 	Locks the secondary banks for the specified ship(s)&lt;br /&gt;
 	Takes 1 or more arguments&lt;br /&gt;
 	(all): Name(s) of ship(s) to lock&lt;br /&gt;
===[[unlock-secondary-weapon]]===&lt;br /&gt;
 unlock-secondary-weapon&lt;br /&gt;
 	Unlocks the secondary banks for the specified ship(s)&lt;br /&gt;
 	Takes 1 or more arguments&lt;br /&gt;
 	(all): Name(s) of ship(s) to lock&lt;br /&gt;
===[[lock-afterburner]]===&lt;br /&gt;
 lock-afterburner&lt;br /&gt;
 	Locks the afterburners on the specified ship(s)&lt;br /&gt;
 	Takes 1 or more arguments&lt;br /&gt;
 	(all): Name(s) of ship(s) to lock&lt;br /&gt;
===[[unlock-afterburner]]===&lt;br /&gt;
 unlock-afterburner&lt;br /&gt;
 	Unlocks the afterburners on the specified ship(s)&lt;br /&gt;
 	Takes 1 or more arguments&lt;br /&gt;
 	(all): Name(s) of ship(s) to lock&lt;br /&gt;
===[[shields-on]]===&lt;br /&gt;
 shields-on&lt;br /&gt;
 	Causes the ship listed in this sexpression to have their shields activated.&lt;br /&gt;
 If the ship had no-shields prior to the sexp being called, the ETS will be rebalanced to default.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	1+:	Name of ships to activate shields on.&lt;br /&gt;
===[[shields-off]]===&lt;br /&gt;
 shields-off&lt;br /&gt;
 	Causes the ships listed in this sexpression to have their shields deactivated.  &lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	1+:	Name of ships to deactivate shields on.&lt;br /&gt;
===[[force-glide]]===&lt;br /&gt;
 force-glide&lt;br /&gt;
 	Forces a given ship into glide mode, provided it is capable of gliding. Note that the player will not be able to leave glide mode on his own,, and that a ship in glide mode cannot warp out or enter autopilot.Takes 2 Arguments...&lt;br /&gt;
 	1:	Ship to force&lt;br /&gt;
 	2:	True to activate glide, False to deactivate&lt;br /&gt;
 &lt;br /&gt;
===[[disable-ets]]===&lt;br /&gt;
 disable-ets&lt;br /&gt;
 	Switches a ships&#039; ETS system off&lt;br /&gt;
 &lt;br /&gt;
 Takes at least 1 argument...&lt;br /&gt;
 	All:	List of ships this sexp applies to&lt;br /&gt;
 &lt;br /&gt;
===[[enable-ets]]===&lt;br /&gt;
 enable-ets&lt;br /&gt;
 	Switches a ships&#039; ETS system on&lt;br /&gt;
 &lt;br /&gt;
 Takes at least 1 argument...&lt;br /&gt;
 	All:	List of ships this sexp applies to&lt;br /&gt;
 &lt;br /&gt;
===[[set-ets-values]]===&lt;br /&gt;
 set-ets-values&lt;br /&gt;
 	Sets ETS indexes for a ship&lt;br /&gt;
 	Index values are used in a hard-coded array to lookup recharge percentages&lt;br /&gt;
 	Each index has a valid range of 0 to 12&lt;br /&gt;
 	Use index values retrieved with get-ets-value&lt;br /&gt;
 	Or if you use your own values, ensure they add up to 12 (e.g. 0,3,9)&lt;br /&gt;
 	1: Engine index&lt;br /&gt;
 	2: Shields index&lt;br /&gt;
 	3: Weapons index&lt;br /&gt;
 	4: Ship name&lt;br /&gt;
 &lt;br /&gt;
==Subsystems and Health==&lt;br /&gt;
===[[ship-guardian-threshold]]===&lt;br /&gt;
 ship-guardian-threshold&lt;br /&gt;
 	Same as ship-guardian, except the lowest possible hull value is specified by the sexp rather than defaulting to 1.&lt;br /&gt;
 Call with a threshold of 0 (or use ship-no-guardian) to deactivate.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Threshold value.&lt;br /&gt;
 	2+:	Name of ships to make unkillable.&lt;br /&gt;
===[[ship-subsys-guardian-threshold]]===&lt;br /&gt;
 ship-subsys-guardian-threshold&lt;br /&gt;
 	Same as ship-guardian-threshold, but works on subsystems.&lt;br /&gt;
 Call with a threshold of 0 to deactivate.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	Threshold value.&lt;br /&gt;
 	2:	Ship housing the subsystem(s).&lt;br /&gt;
 	3+:	Subsystems to make unkillable.&lt;br /&gt;
===[[destroy-instantly]]===&lt;br /&gt;
 destroy-instantly&lt;br /&gt;
 	Self-destructs the named ship without explosion, death roll, or debris.  That is, the ship is instantly gone from the mission and the only indication of what happened is a mission log entry.&lt;br /&gt;
 	Non-player ship only!&lt;br /&gt;
 	All: List of ship names to destroy.&lt;br /&gt;
 &lt;br /&gt;
===[[destroy-subsys-instantly]]===&lt;br /&gt;
 destroy-subsys-instantly&lt;br /&gt;
 	Destroys the specified subsystems without effects.Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of ship subsystem is on.&lt;br /&gt;
 	Rest:	Name of subsystem to destroy.&lt;br /&gt;
 &lt;br /&gt;
===[[ship-copy-damage]]===&lt;br /&gt;
 ship-copy-damage&lt;br /&gt;
 	Copies the damage (hull, shields, and subsystems) from the first ship in the list to the rest.  The initial ship must be currently present in the mission, but the target ships may be either in-mission or on the arrival list.  Takes 2 or more arguments...&lt;br /&gt;
 	1: The name of the ship that supplies the damage stats&lt;br /&gt;
 	Rest: The list of ships to be modified&lt;br /&gt;
===[[lock-rotating-subsystem]]===&lt;br /&gt;
 lock-rotating-subsystem&lt;br /&gt;
 	Instantaneously locks a rotating subsystem so that it cannot rotate unless freed by free-rotating-subsystem.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of the ship housing the subsystem&lt;br /&gt;
 	Rest:	Name of the rotating subsystem to lock&lt;br /&gt;
===[[free-rotating-subsystem]]===&lt;br /&gt;
 free-rotating-subsystem&lt;br /&gt;
 	Instantaneously frees a rotating subsystem previously locked by lock-rotating-subsystem.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of the ship housing the subsystem&lt;br /&gt;
 	Rest:	Name of the rotating subsystem to free&lt;br /&gt;
===[[reverse-rotating-subsystem]]===&lt;br /&gt;
 reverse-rotating-subsystem&lt;br /&gt;
 	Instantaneously reverses the rotation direction of a rotating subsystem.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of the ship housing the subsystem&lt;br /&gt;
 	Rest:	Name of the rotating subsystem to reverse&lt;br /&gt;
===[[rotating-subsys-set-turn-time]]===&lt;br /&gt;
 rotating-subsys-set-turn-time&lt;br /&gt;
 	Sets the turn time of a rotating subsystem.  Takes 3 or 4 arguments...&lt;br /&gt;
 	1:	Name of the ship housing the subsystem&lt;br /&gt;
 	2:	Name of the rotating subsystem to configure&lt;br /&gt;
 	3:	The time for one complete rotation, in milliseconds (positive is counterclockwise, negative is clockwise)&lt;br /&gt;
 	4:	The acceleration (x1000, just as #3 is seconds x1000) to change from the current turn rate to the desired turn rate.  This is actually the time to complete one rotation that changes in one second, or the reciprocal of what you might expect, meaning that larger numbers cause slower acceleration.  (FS2 defaults to 2pi/0.5, or about 12.566, which would be 12566 in this sexp.)  The advantage of this method is so that this argument can be directly compared to the previous argument using a ratio, without worrying about pi.  Omit this argument if you want an instantaneous change.&lt;br /&gt;
===[[trigger-submodel-animation]]===&lt;br /&gt;
 trigger-submodel-animation&lt;br /&gt;
 	Activates a submodel animation trigger for a given ship.  Takes 4 to 6 arguments...&lt;br /&gt;
 	1: The ship on which the animation should run&lt;br /&gt;
 	2: The type of animation (named as one would see them in ships.tbl)&lt;br /&gt;
 	3: The subtype of animation, which is type-dependent.  For docking animations this is the dock index.&lt;br /&gt;
 	4: The animation direction: 1 for forward, or -1 for reverse&lt;br /&gt;
 	5: (Optional) Whether the animation should instantly snap to its final position&lt;br /&gt;
 	6: (Optional) A subsystem, if the animation should trigger on only a specific subsystem as opposed to all applicable subsystems&lt;br /&gt;
 &lt;br /&gt;
===[[change-subsystem-name]]===&lt;br /&gt;
 change-subsystem-name&lt;br /&gt;
 	Changes the name of the specified subsystem on the specified ship&lt;br /&gt;
 	Takes 3 or more arguments&lt;br /&gt;
 	1: Name of the ship.&lt;br /&gt;
 	2: New name for the subsystem (names larger than the maximum display size will be truncated&lt;br /&gt;
 	3: Name(s) of subsystem(s) to rename&lt;br /&gt;
 &lt;br /&gt;
===[[ship-subsys-targetable]]===&lt;br /&gt;
 ship-subsys-targetable&lt;br /&gt;
 	Causes the specified ship subsystem(s) to be targetable on radar.&lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of a ship&lt;br /&gt;
 	Rest: Name of the ship&#039;s subsystem(s)&lt;br /&gt;
===[[ship-subsys-untargetable]]===&lt;br /&gt;
 ship-subsys-untargetable&lt;br /&gt;
 	Causes the specified ship subsystem(s) to not be targetable on radar.&lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of a ship&lt;br /&gt;
 	Rest: Name of the ship&#039;s subsystem(s)&lt;br /&gt;
===[[ship-subsys-no-replace]]===&lt;br /&gt;
 ship-subsys-no-replace&lt;br /&gt;
 	Causes the -destroyed version of specified ship subsystem(s) to not render when it&#039;s destroyed.&lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	Name of a ship&lt;br /&gt;
 	2:	True = Do not render or False = render if exists&lt;br /&gt;
 	Rest: Name of the ship&#039;s subsystem(s)	Note: If subsystem is already dead it will vanish or reappear out of thin air&lt;br /&gt;
===[[ship-subsys-no-live-debris]]===&lt;br /&gt;
 ship-subsys-no-live-debris&lt;br /&gt;
 	Causes the specified ship subsystem(s) to not render live debris when it&#039;s destroyed.&lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	Name of a ship&lt;br /&gt;
 	2:	True = Do not render or False = render if exists&lt;br /&gt;
 	Rest: Name of the ship&#039;s subsystem(s)&lt;br /&gt;
===[[ship-subsys-vanish]]===&lt;br /&gt;
 ship-subsys-vanish&lt;br /&gt;
 	Causes the subsystem to vanish without a trace - no fanfare, notification, or special effects.  See also ship-vanish.&lt;br /&gt;
 	Single Player Only!  Warning: This will cause subsystem destruction not to be logged, so &#039;has-departed&#039;, etc. will not work&lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	Name of a ship&lt;br /&gt;
 	2:	True = vanish or False = don&#039;t vanish&lt;br /&gt;
 	Rest: Name of the ship&#039;s subsystem(s)	Note: Useful for replacing subsystems with actual docked models.&lt;br /&gt;
===[[ship-subsys-ignore_if_dead]]===&lt;br /&gt;
 ship-subsys-ignore-if-dead&lt;br /&gt;
 	Causes secondary weapons to ignore dead ship subsystem(s)and home on hull instead.&lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	Name of a ship&lt;br /&gt;
 	2:	True = Ignore dead or False = don&#039;t ignore&lt;br /&gt;
 	Rest: Name of the ship&#039;s subsystem(s)&lt;br /&gt;
===[[awacs-set-radius]]===&lt;br /&gt;
 awacs-set-radius&lt;br /&gt;
 	Sets the awacs radius for a given ship subsystem. NOTE : does not work properly in multiplayer&lt;br /&gt;
 	1: Ship which has the awacs subsystem&lt;br /&gt;
 	2: Awacs subsystem&lt;br /&gt;
 	3: New radius&lt;br /&gt;
 &lt;br /&gt;
==Cargo==&lt;br /&gt;
===[[jettison-cargo]]===&lt;br /&gt;
 jettison-cargo&lt;br /&gt;
 	Causes a cargo carrying ship to jettison its cargo without the undocking procedure.  This is an upgrade of the old jettison-cargo-delay sexp which a) didn&#039;t use a delay, and b) botched the physics calculations.  Takes 1 or more arguments...&lt;br /&gt;
 	1: Ship to jettison cargo&lt;br /&gt;
 	2 (optional): Speed with which to jettison cargo (defaults to 25)&lt;br /&gt;
 	Rest (optional): Cargo to jettison.  If no cargo arguments are specified, the ship jettisons all cargo.&lt;br /&gt;
 &lt;br /&gt;
===[[set-docked]]===&lt;br /&gt;
 set-docked&lt;br /&gt;
 	Causes one ship to become instantly docked to another at the specified docking ports.  Takes 4 arguments...&lt;br /&gt;
 	1: Docker ship&lt;br /&gt;
 	1: Docker point&lt;br /&gt;
 	1: Dockee ship&lt;br /&gt;
 	1: Dockee point&lt;br /&gt;
 &lt;br /&gt;
===[[set-scanned]]===&lt;br /&gt;
 set-scanned&lt;br /&gt;
 	Sets the cargo on the specified ship or ship subsystem as known or scanned.  Takes 1 or more arguments...&lt;br /&gt;
 	1:	Name of a ship&lt;br /&gt;
 	Rest:	Name of a subsystem on that ship (optional)&lt;br /&gt;
 &lt;br /&gt;
===[[set-unscanned]]===&lt;br /&gt;
 set-unscanned&lt;br /&gt;
 	Sets the cargo on the specified ship or ship subsystem as unknown or unscanned.  Takes 1 or more arguments...&lt;br /&gt;
 	1:	Name of a ship&lt;br /&gt;
 	Rest:	Name of a subsystem on that ship (optional)&lt;br /&gt;
 &lt;br /&gt;
===[[set-cargo]]===&lt;br /&gt;
 Set Cargo (Action operator)&lt;br /&gt;
 	Sets the cargo on a ship or ship subsystem.  The cargo-no-deplete flag status is carried through to the new cargo.&lt;br /&gt;
 Takes 2 or 3 arguments...&lt;br /&gt;
 	1:	Name of the cargo&lt;br /&gt;
 	2:	Name of the ship&lt;br /&gt;
 	3:	Name of the ship subsystem (optional)&lt;br /&gt;
==Armor and Damage Types==&lt;br /&gt;
===[[set-armor-type]]===&lt;br /&gt;
 set-armor-type&lt;br /&gt;
 	Sets the armor type for a ship or subsystem&lt;br /&gt;
 	1: Ship subsystem is on&lt;br /&gt;
 	2: Set = true/Reset to default = false&lt;br /&gt;
 	3: Armor type to set or &amp;lt;none&amp;gt;&lt;br /&gt;
 	rest: Subsystems to set (hull for ship, shield for shields)&lt;br /&gt;
 &lt;br /&gt;
===[[weapon-set-damage-type]]===&lt;br /&gt;
 weapon-set-damage-type&lt;br /&gt;
 	Sets the damage type for weapons or their shockwaves&lt;br /&gt;
 	1: True = set weapon, False = set shockwave&lt;br /&gt;
 	2: damage type to set or &amp;lt;none&amp;gt;&lt;br /&gt;
 	3: Set = true/Reset to default = false&lt;br /&gt;
 	rest: Weapons to set&lt;br /&gt;
 &lt;br /&gt;
===[[ship-set-damage-type]]===&lt;br /&gt;
 ship-set-damage-type&lt;br /&gt;
 	Sets the damage type for ships collision or debris&lt;br /&gt;
 	1: true = set collision, False = set debris&lt;br /&gt;
 	2: Damage type to set or &amp;lt;none&amp;gt;&lt;br /&gt;
 	3: Set = true/Reset to default = false&lt;br /&gt;
 	rest: Ships to set&lt;br /&gt;
 &lt;br /&gt;
===[[ship-set-shockwave-damage-type]]===&lt;br /&gt;
 ship-set-shockwave-damage-type&lt;br /&gt;
 	Sets the shockwave damage type for a class of ship.  All ships of that class are changed.&lt;br /&gt;
 	1: Damage type to set or &amp;lt;none&amp;gt;&lt;br /&gt;
 	2: Set = true/Reset to default = false&lt;br /&gt;
 	rest: Ship classes to set&lt;br /&gt;
 &lt;br /&gt;
===[[field-set-damage-type]]===&lt;br /&gt;
 field-set-damage-type&lt;br /&gt;
 	Sets the damage type for asteroid/debris fields&lt;br /&gt;
 	1: Damage type to set or &amp;lt;none&amp;gt;&lt;br /&gt;
 	2: Set = true/Reset to default = false&lt;br /&gt;
&lt;br /&gt;
==[[set-friendly-damage-caps]]===&lt;br /&gt;
 set-friendly-damage-caps&lt;br /&gt;
 	Sets limits on damage weapons and beams can do to friendly targets on the current difficulty level. Arguments left blank will leave the values unmodified. -1 means no limit.&lt;br /&gt;
 	1: Maximum friendly fire damage for beams.&lt;br /&gt;
 	2: Maximum friendly fire damage for weapons (and their shockwaves).&lt;br /&gt;
 	3: Maximum self damage for weapons (and their shockwaves).&lt;br /&gt;
 &lt;br /&gt;
==Beams and Turrets==&lt;br /&gt;
===[[fire-beam-at-coordinates]]===&lt;br /&gt;
 fire-beam-at-coordinates&lt;br /&gt;
 	Fire a beam weapon from a specified subsystem at a set of coordinates.  Not compatible with multiplayer.&lt;br /&gt;
 	1:	Ship which will be firing&lt;br /&gt;
 	2:	Turret which will fire the beam (note, this turret must have at least 1 beam weapon on it)&lt;br /&gt;
 	3:	x coordinate to be targeted&lt;br /&gt;
 	4:	y coordinate to be targeted&lt;br /&gt;
 	5:	z coordinate to be targeted&lt;br /&gt;
 	6:	(Optional Operator) Whether to force the beam to fire (disregarding FOV and subsystem status). Defaults to False&lt;br /&gt;
 	7:	second x coordinate to be targeted (optional; only used for slash beams)&lt;br /&gt;
 	8:	second y coordinate to be targeted (optional; only used for slash beams)&lt;br /&gt;
 	9:	second z coordinate to be targeted (optional; only used for slash beams)&lt;br /&gt;
 &lt;br /&gt;
===[[beam-create]]===&lt;br /&gt;
 beam-create&lt;br /&gt;
 	Fire a beam weapon from the specified coordinates to the specified target. Not compatible with multiplayer.&lt;br /&gt;
 	1:	Beam weapon to fire&lt;br /&gt;
 	2:	Parent ship (for kill credit, if applicable; can be none)&lt;br /&gt;
 	3:	Team for this beam to be on (related to difficulty-based damage)&lt;br /&gt;
 	4:	X coordinate to fire from&lt;br /&gt;
 	5:	Y coordinate to fire from&lt;br /&gt;
 	6:	Z coordinate to fire from&lt;br /&gt;
 	7:	Target ship (can be none)&lt;br /&gt;
 	8:	Target subsystem (optional, can be none)&lt;br /&gt;
 	9:	X coordinate to fire at (optional)&lt;br /&gt;
 	10:	Y coordinate to fire at (optional)&lt;br /&gt;
 	11:	Z coordinate to fire at (optional)&lt;br /&gt;
 	12:	Second X coordinate to fire at (optional; used for slash beams)&lt;br /&gt;
 	13:	Second Y coordinate to fire at (optional; used for slash beams)&lt;br /&gt;
 	14:	Second Z coordinate to fire at (optional; used for slash beams)&lt;br /&gt;
 &lt;br /&gt;
===[[turret-tagged-specific]]===&lt;br /&gt;
 turret-tagged-specific&lt;br /&gt;
 	Specific turrets on a ship only fire at tagged targets, as opposed to all turrets doing this using turret-tagged-only&lt;br /&gt;
 	It is safe to slave turrets already slaved&lt;br /&gt;
 	Takes 2 or more arguments...&lt;br /&gt;
 	1: Name of ship to slave some turrets to target only tagged ships&lt;br /&gt;
 	Rest: Turrets to slave&lt;br /&gt;
 &lt;br /&gt;
===[[turret-tagged-clear-specific]]===&lt;br /&gt;
 turret-tagged-clear-specific&lt;br /&gt;
 	Specific turrets on a ship are free to fire on untagged ships, as opposed to all turrets doing this using turret-tagged-clear&lt;br /&gt;
 	It is safe to unslave turrets already free&lt;br /&gt;
 	Takes 2 or more arguments...&lt;br /&gt;
 	1: Name of ship to unslave some turrets to target any hostile ship&lt;br /&gt;
 	Rest: Turrets to unslave&lt;br /&gt;
 &lt;br /&gt;
===[[turret-change-weapon]]===&lt;br /&gt;
 turret-change-weapon&lt;br /&gt;
 	Sets a given turret weapon slot to the specified weapon&lt;br /&gt;
 	1: Ship turret is on&lt;br /&gt;
 	2: Turret&lt;br /&gt;
 	3: Weapon to set slot to&lt;br /&gt;
 	4: Primary slot (or 0 to use secondary)&lt;br /&gt;
 	5: Secondary slot (or 0 to use primary)&lt;br /&gt;
===[[turret-set-direction-preference]]===&lt;br /&gt;
 turret-set-direction-preference&lt;br /&gt;
 	Sets specified ship turrets direction preference to the specified value&lt;br /&gt;
 	1: Ship turrets are on&lt;br /&gt;
 	2: Preference to set, 0 to disable, or negative to reset to default&lt;br /&gt;
 	rest: Turrets to set&lt;br /&gt;
&lt;br /&gt;
===[[turret-set-inaccuracy]]===&lt;br /&gt;
 turret-set-inaccuracy&lt;br /&gt;
 	Makes the specified turrets more inaccurate by firing their shots in a cone, like field of fire.This will only decrease their accuracy, it cannot make the weapons more accurate than normal.&lt;br /&gt;
 	Does not work on beams.&lt;br /&gt;
 	1: Ship turret(s) are on&lt;br /&gt;
 	2: TENTHS of a degree. (i.e. 100 = 10 degrees)&lt;br /&gt;
 	rest: (optional) Turrets to set. If omitted affects all turrets on the ship.&lt;br /&gt;
&lt;br /&gt;
===[[turret-set-rate-of-fire]]===&lt;br /&gt;
 turret-set-rate-of-fire&lt;br /&gt;
 	Sets specified ship turrets rate of fire to the specified value&lt;br /&gt;
 	1: Ship turrets are on&lt;br /&gt;
 	2: Rate to set in percentage format (200 = 2x, 50 = .5x), 0 to set to number of fire points, or negative to reset to default&lt;br /&gt;
 	rest: Turrets to set&lt;br /&gt;
 &lt;br /&gt;
===[[turret-set-optimum-range]]===&lt;br /&gt;
 turret-set-optimum-range&lt;br /&gt;
 	Sets specified ship turrets optimum range to the specified value&lt;br /&gt;
 	1: Ship turrets are on&lt;br /&gt;
 	2: Priority to set, 0 to disable, or negative to reset to default&lt;br /&gt;
 	rest: Turrets to set&lt;br /&gt;
 &lt;br /&gt;
===[[turret-set-target-priorities]]===&lt;br /&gt;
 turret-set-target-priorities&lt;br /&gt;
 	Sets target priorities for the specified ship turret. Target priority groups are defined in objecttypes.tbl&lt;br /&gt;
 	1: Ship turret is on&lt;br /&gt;
 	2: Turret to set&lt;br /&gt;
 	3: True = Set new list, False = Reset to turret default&lt;br /&gt;
 	rest: Target Priority Group to set (max 32) or blank for no priorities&lt;br /&gt;
 &lt;br /&gt;
===[[turret-set-target-order]]===&lt;br /&gt;
 turret-set-target-order&lt;br /&gt;
 	Sets targeting order of a given turret&lt;br /&gt;
 	1: Ship turret is on&lt;br /&gt;
 	2: Turret&lt;br /&gt;
 	rest: Target order type (Bombs,ships,asteroids)&lt;br /&gt;
===[[ship-turret-target-order]]===&lt;br /&gt;
 ship-turret-target-order&lt;br /&gt;
 	Sets targeting order of all turrets on a given ship&lt;br /&gt;
 	1: Ship turrets are on&lt;br /&gt;
 	rest: Target order type (Bombs,ships,asteroids)&lt;br /&gt;
===[[turret-subsys-target-disable]]===&lt;br /&gt;
 turret-subsys-target-disable&lt;br /&gt;
 	Prevents turrets from targeting only the subsystems when targeting large targets&lt;br /&gt;
 	1: Ship to be operated on&lt;br /&gt;
 	rest: List of turrets that are affected&lt;br /&gt;
 &lt;br /&gt;
===[[turret-subsys-target-enable]]===&lt;br /&gt;
 turret-subsys-target-enable&lt;br /&gt;
 	Sets turret to target the subsystems when targeting large targets&lt;br /&gt;
 	1: Ship to be operated on&lt;br /&gt;
 	rest: List of turrets that are affected&lt;br /&gt;
 &lt;br /&gt;
===[[turret-set-primary-ammo]]===&lt;br /&gt;
 turret-set-primary-ammo&lt;br /&gt;
 	Sets the turret&#039;s primary bank ammo, only works with ballistic weapons&lt;br /&gt;
 	1: Ship turret is on&lt;br /&gt;
 	2: Turret the bank is on&lt;br /&gt;
 	3: Bank to add ammo to&lt;br /&gt;
 	4: Amount to add&lt;br /&gt;
===[[turret-set-secondary-ammo]]===&lt;br /&gt;
 turret-set-secondary-ammo&lt;br /&gt;
 	Sets the turret&#039;s secondary bank ammo&lt;br /&gt;
 	1: Ship turret is on&lt;br /&gt;
 	2: Turret the bank is on&lt;br /&gt;
 	3: Bank to add ammo to&lt;br /&gt;
 	4: Amount to add&lt;br /&gt;
&lt;br /&gt;
==Models and Textures==&lt;br /&gt;
===[[change-ship-class]]===&lt;br /&gt;
 change-ship-class&lt;br /&gt;
 	Causes the listed ships&#039; classes to be changed to the specified ship class.  Takes 2 or more arguments...&lt;br /&gt;
 	1: The name of the new ship class&lt;br /&gt;
 	Rest: The list of ships to change the classes of&lt;br /&gt;
===[[deactivate-glow-maps]]===&lt;br /&gt;
 deactivate-glow-maps&lt;br /&gt;
 	Deactivates the glow maps for a ship.  Takes 1 or more arguments...&lt;br /&gt;
 	All: Name of ship on which to deactivate glow maps&lt;br /&gt;
 &lt;br /&gt;
===[[activate-glow-maps]]===&lt;br /&gt;
 activate-glow-maps&lt;br /&gt;
 	Activates the glow maps for a ship.  Takes 1 or more arguments...&lt;br /&gt;
 	All: Name of ship on which to activate glow maps&lt;br /&gt;
 &lt;br /&gt;
===[[deactivate-glow-points]]===&lt;br /&gt;
 deactivate-glow-points&lt;br /&gt;
 	Deactivates all glow points on a ship.  Takes 1 or more arguments...&lt;br /&gt;
 	All: Name of ship on which to deactivate glow points&lt;br /&gt;
 &lt;br /&gt;
===[[activate-glow-points]]===&lt;br /&gt;
 activate-glow-points&lt;br /&gt;
 	Activates all glow points on a ship.  Takes 1 or more arguments...&lt;br /&gt;
 	All: Name of ship on which to activate glow points&lt;br /&gt;
 &lt;br /&gt;
===[[deactivate-glow-point-bank]]===&lt;br /&gt;
 deactivate-glow-point-bank&lt;br /&gt;
 	Deactivates one or more glow point bank(s) on a ship.  Takes 2 or more arguments...&lt;br /&gt;
 	1: Name of ship on which to deactivate glow point bank(s)&lt;br /&gt;
 	Rest: Name of glow point bank to deactivate&lt;br /&gt;
 &lt;br /&gt;
===[[activate-glow-point-bank]]===&lt;br /&gt;
 activate-glow-point-bank&lt;br /&gt;
 	Activates one or more glow point bank(s) on a ship.  Takes 2 or more arguments...&lt;br /&gt;
 	1: Name of ship on which to activate glow point bank(s)&lt;br /&gt;
 	Rest: Name of glow point bank to activate&lt;br /&gt;
 &lt;br /&gt;
===[[set-thrusters-status]]===&lt;br /&gt;
 set-thrusters-status&lt;br /&gt;
 	Manipulates the thrusters on a ship.&lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Boolean, true sets thrusters to visible, false deactivates them.&lt;br /&gt;
 	2:	Rest: List of ships this sexp will work on.&lt;br /&gt;
 &lt;br /&gt;
===[[don&#039;t-collide-invisible]]===&lt;br /&gt;
 don&#039;t-collide-invisible&lt;br /&gt;
 	Sets the &amp;quot;don&#039;t collide invisible&amp;quot; flag on a list of ships.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	List of ships on which to set the &amp;quot;don&#039;t collide invisible&amp;quot; flag&lt;br /&gt;
===[[collide-invisible]]===&lt;br /&gt;
 collide-invisible&lt;br /&gt;
 	Unsets the &amp;quot;don&#039;t collide invisible&amp;quot; flag on a list of ships.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	List of ships on which to unset the &amp;quot;don&#039;t collide invisible&amp;quot; flag&lt;br /&gt;
===[[add-to-collision-group]]===&lt;br /&gt;
 add-to-collision-group&lt;br /&gt;
 	Adds a ship to the specified collision group(s). Note that there are 32 collision groups,	and that an object may be in several collision groups at the same time&lt;br /&gt;
 Takes 2 or more Arguments...&lt;br /&gt;
 	1:	Object to add&lt;br /&gt;
 	2+:	Group IDs. Valid IDs are 0 through 31 inclusive.&lt;br /&gt;
 &lt;br /&gt;
===[[remove-from-collision-group]]===&lt;br /&gt;
 remove-from-collision-group&lt;br /&gt;
 	Removes a ship from the specified collision group(s). Note that there are 32 collision groups,&lt;br /&gt;
 	and that an object may be in several collision groups at the same time&lt;br /&gt;
 Takes 2 or more Arguments...&lt;br /&gt;
 	1:	Object to add&lt;br /&gt;
 	2+:	Group IDs. Valid IDs are 0 through 31 inclusive.&lt;br /&gt;
 &lt;br /&gt;
===[[get-collision-group]]===&lt;br /&gt;
 get-collision-group&lt;br /&gt;
 	Returns an objects&#039; collision group ID. Note that this ID is a bitfield.&lt;br /&gt;
 Takes 1 Argument...&lt;br /&gt;
 	1:	Object name&lt;br /&gt;
 &lt;br /&gt;
===[[change-team-color]]===&lt;br /&gt;
 change-team-color&lt;br /&gt;
 	Changes the team color setting for one or several ships.&lt;br /&gt;
 	This sexp has no effect on ships that don&#039;t have team colors enabled for them.&lt;br /&gt;
 	Takes 3 or more arguments...&lt;br /&gt;
 	1:	The new team color name. Name must be defined in colors.tbl.&lt;br /&gt;
 	2:	Crossfade time in milliseconds. During this time, colors will be mixed.&lt;br /&gt;
 	3:	Rest: List of ships this sexp will operate on.&lt;br /&gt;
&lt;br /&gt;
===[[replace-texture]]===&lt;br /&gt;
 replace-texture&lt;br /&gt;
 	Changes a texture of a ship to a different texture, similar to the FRED texture replace.&lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1: Name of the texture to be replaced.&lt;br /&gt;
 	2: Name of the texture to be changed to.&lt;br /&gt;
 	Rest: Name of the ship or wing.&lt;br /&gt;
&lt;br /&gt;
==Coordinate Manipulation==&lt;br /&gt;
===[[set-object-position]]===&lt;br /&gt;
 set-object-position&lt;br /&gt;
 	Instantaneously sets an object&#039;s spatial coordinates.Takes 4 arguments...&lt;br /&gt;
 	1: The name of a ship, wing, or waypoint.&lt;br /&gt;
 	2: The new X coordinate.&lt;br /&gt;
 	3: The new Y coordinate.&lt;br /&gt;
 	4: The new Z coordinate.&lt;br /&gt;
===[[set-object-orientation]]===&lt;br /&gt;
 set-object-orientation&lt;br /&gt;
 	Instantaneously sets an object&#039;s spatial orientation.Takes 4 arguments...&lt;br /&gt;
 	1: The name of a ship or wing.&lt;br /&gt;
 	2: The new pitch angle, in degrees.  The angle can be any number; it does not have to be between 0 and 360.&lt;br /&gt;
 	3: The new bank angle, in degrees.  The angle can be any can be any number; it does not have to be between 0 and 360.&lt;br /&gt;
 	4: The new heading angle, in degrees.  The angle can be any number; it does not have to be between 0 and 360.&lt;br /&gt;
===[[set-object-facing]]===&lt;br /&gt;
 set-object-facing&lt;br /&gt;
 	Sets an object&#039;s orientation to face the specified coordinates.  Takes 4 arguments...&lt;br /&gt;
 	1: The name of a ship or wing.&lt;br /&gt;
 	2: The X coordinate to face.&lt;br /&gt;
 	3: The Y coordinate to face.&lt;br /&gt;
 	4: The Z coordinate to face.&lt;br /&gt;
 	5: Turn time in milliseconds (optional)&lt;br /&gt;
 	6: Bank (optional). Enter a non-zero value to enable banking.&lt;br /&gt;
 Note that if Turn time is specified, this needs to be called once per frame, as the rotation is reset every frame.&lt;br /&gt;
 Note that Turn time is the time for the object to rotate a full revolution, *not* how long it will take to do this turn.&lt;br /&gt;
===[[set-object-facing-object]]===&lt;br /&gt;
 set-object-facing-object&lt;br /&gt;
 	Sets an object&#039;s orientation to face the specified object.  Takes 2 arguments...&lt;br /&gt;
 	1: The name of a ship or wing.&lt;br /&gt;
 	2: The object to face.&lt;br /&gt;
 	3: Turn time in milliseconds (optional)&lt;br /&gt;
 	4: Bank (optional). Enter a non-zero value to enable banking.&lt;br /&gt;
 Note that if Turn time is specified, this needs to be called once per frame, as the rotation is reset every frame.&lt;br /&gt;
 Note that Turn time is the time for the object to rotate a full revolution, *not* how long it will take to do this turn.&lt;br /&gt;
===[[set-object-speed-x]]===&lt;br /&gt;
 set-object-speed-x (deprecated in favor of ship-maneuver)&lt;br /&gt;
 	Sets the X speed of a ship or wing.Takes 2 or 3 arguments...&lt;br /&gt;
 	1: The name of the object.&lt;br /&gt;
 	2: The speed to set.&lt;br /&gt;
 	3: Whether the speed on the axis should be set according to the universe grid (when false) or according to the object&#039;s facing (when true); You almost always want to set this to true; (optional; defaults to false).&lt;br /&gt;
 &lt;br /&gt;
===[[set-object-speed-y]]===&lt;br /&gt;
 set-object-speed-y (deprecated in favor of ship-maneuver)&lt;br /&gt;
 	Sets the Y speed of a ship or wing.Takes 2 or 3 arguments...&lt;br /&gt;
 	1: The name of the object.&lt;br /&gt;
 	2: The speed to set.&lt;br /&gt;
 	3: Whether the speed on the axis should be set according to the universe grid (when false) or according to the object&#039;s facing (when true); You almost always want to set this to true; (optional; defaults to false).&lt;br /&gt;
 &lt;br /&gt;
===[[set-object-speed-z]]===&lt;br /&gt;
 set-object-speed-z (deprecated in favor of ship-maneuver)&lt;br /&gt;
 	Sets the Z speed of a ship or wing.Takes 2 or 3 arguments...&lt;br /&gt;
 	1: The name of the object.&lt;br /&gt;
 	2: The speed to set.&lt;br /&gt;
 	3: Whether the speed on the axis should be set according to the universe grid (when false) or according to the object&#039;s facing (when true); You almost always want to set this to true; (optional; defaults to false).&lt;br /&gt;
 &lt;br /&gt;
===[[ship-maneuver]]===&lt;br /&gt;
 ship-maneuver&lt;br /&gt;
 	Combines the effects of the ship-rot-maneuver and ship-lat-maneuver sexps.  Takes 10 or 11 arguments:&lt;br /&gt;
 	1: The name of a ship or wing&lt;br /&gt;
 	2: Duration of the maneuver, in milliseconds.  Specifying 0 or 1 indicates infinite duration.&lt;br /&gt;
 	3: Heading movement velocity, as a percentage (-100 to 100) of the tabled maximum heading velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	4: Pitch movement velocity, as a percentage (-100 to 100) of the tabled maximum pitch velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	5: Bank movement velocity, as a percentage (-100 to 100) of the tabled maximum bank velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	6: Whether to apply all of the rotational velocity values even if any of them are 0&lt;br /&gt;
 	7: Vertical movement velocity, as a percentage (-100 to 100) of the tabled maximum vertical velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	8: Sideways movement velocity, as a percentage (-100 to 100) of the tabled maximum sideways velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	9: Forward movement velocity, as a percentage (-100 to 100) of the tabled maximum forward velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	10: Whether to apply all of the lateral velocity values even if any of them are 0&lt;br /&gt;
 	11: Maneuver flags (optional): a bitfield with any of the following options:&lt;br /&gt;
 		1 or 2^0: don&#039;t bank when changing heading&lt;br /&gt;
 		2 or 2^1: allow maneuvers exceeding tabled maximums (outside the -100 to 100 range)&lt;br /&gt;
 		4 or 2^2: instantaneously jump to the goal velocity&lt;br /&gt;
 &lt;br /&gt;
===[[ship-rot-maneuver]]===&lt;br /&gt;
 ship-rot-maneuver&lt;br /&gt;
 	Causes a ship to move in a rotational direction.  For the purposes of this sexp, this means the ship rotates along its own heading, pitch, or bank axis (or a combination of axes) without regard to normal ship rotation rules.  You may find it necessary to disable the ship AI (e.g. by issuing a play-dead order) before running this sexp.&lt;br /&gt;
 &lt;br /&gt;
 Takes 6 or 7 arguments:&lt;br /&gt;
 	1: The name of a ship or wing&lt;br /&gt;
 	2: Duration of the maneuver, in milliseconds.  Specifying 0 or 1 indicates infinite duration.&lt;br /&gt;
 	3: Heading movement velocity, as a percentage (-100 to 100) of the tabled maximum heading velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	4: Pitch movement velocity, as a percentage (-100 to 100) of the tabled maximum pitch velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	5: Bank movement velocity, as a percentage (-100 to 100) of the tabled maximum bank velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	6: Whether to apply all of the above velocity values even if any of them are 0&lt;br /&gt;
 	7: Maneuver flags (optional): a bitfield with any of the following options:&lt;br /&gt;
 		1 or 2^0: don&#039;t bank when changing heading&lt;br /&gt;
 		2 or 2^1: allow maneuvers exceeding tabled maximums (outside the -100 to 100 range)&lt;br /&gt;
 		4 or 2^2: instantaneously jump to the goal velocity&lt;br /&gt;
 &lt;br /&gt;
===[[ship-lat-maneuver]]===&lt;br /&gt;
 ship-lat-maneuver&lt;br /&gt;
 	Causes a ship to move in a lateral direction.  For the purposes of this sexp, this means the ship translates along its own X, Y, or Z axis (or a combination of axes) without regard to normal ship movement rules.  You may find it necessary to disable the ship AI (e.g. by issuing a play-dead order) before running this sexp.&lt;br /&gt;
 &lt;br /&gt;
 Takes 6 or 7 arguments:&lt;br /&gt;
 	1: The name of a ship or wing&lt;br /&gt;
 	2: Duration of the maneuver, in milliseconds.  Specifying 0 or 1 indicates infinite duration.&lt;br /&gt;
 	3: Vertical movement velocity, as a percentage (-100 to 100) of the tabled maximum vertical velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	4: Sideways movement velocity, as a percentage (-100 to 100) of the tabled maximum sideways velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	5: Forward movement velocity, as a percentage (-100 to 100) of the tabled maximum forward velocity, or 0 to not modify the ship&#039;s current value&lt;br /&gt;
 	6: Whether to apply all of the above velocity values even if any of them are 0&lt;br /&gt;
 	7: Maneuver flags (optional): a bitfield with any of the following options:&lt;br /&gt;
 		1 or 2^0: don&#039;t bank when changing heading (which won&#039;t have any affect for lat-maneuver)&lt;br /&gt;
 		2 or 2^1: allow maneuvers exceeding tabled maximums (outside the -100 to 100 range)&lt;br /&gt;
 		4 or 2^2: instantaneously jump to the goal velocity&lt;br /&gt;
 &lt;br /&gt;
===[[set-immobile]]===&lt;br /&gt;
 set-immobile&lt;br /&gt;
 	Prevents the specified ship(s) from moving in any way.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	List of ships on which to set the &amp;quot;immobile&amp;quot; flag&lt;br /&gt;
===[[set-mobile]]===&lt;br /&gt;
 set-mobile&lt;br /&gt;
 	Allows the specified ship(s) to move.  Opposite of set-immobile.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	List of ships on which to unset the &amp;quot;immobile&amp;quot; flag&lt;br /&gt;
==Mission and Campaign==&lt;br /&gt;
===[[end-mission]]===&lt;br /&gt;
 end-mission&lt;br /&gt;
 	Ends the mission as if the player had engaged his subspace drive, but without him doing so.  Dumps the player back into a normal debriefing.  Does not invoke red-alert status.&lt;br /&gt;
 	1:	End Mission even if the player is dead (optional; defaults to true)&lt;br /&gt;
 	2:	Boot the player out into the main hall instead of going to the debriefing (optional; defaults to false; not supported in multi)&lt;br /&gt;
 	3:	Go to the mainhall instead of starting the next mission (optional; defaults to false; not yet tested in multi)&lt;br /&gt;
===[[force-jump]]===&lt;br /&gt;
 force-jump&lt;br /&gt;
 	Forces activation of the player&#039;s subspace drive, thus ending the mission.  Takes no arguments.&lt;br /&gt;
===[[set-debriefing-toggled]]===&lt;br /&gt;
 set-debriefing-toggled&lt;br /&gt;
 	Sets or clears the &amp;quot;toggle debriefing&amp;quot; mission flag.  If set, the mission will have its debriefing turned off, unless it is a multiplayer dogfight mission, in which case its debriefing will be turned on.  Takes 1 argument.&lt;br /&gt;
 &lt;br /&gt;
===[[allow-treason]]===&lt;br /&gt;
 allow-treason&lt;br /&gt;
 	Turns the Allow Traitor switch on or off in mission. Takes 0 arguments.&lt;br /&gt;
 	1:	True/False.&lt;br /&gt;
===[[grant-promotion]]===&lt;br /&gt;
 Grant promotion (Action operator)&lt;br /&gt;
 	In a single player game, this function grants a player an automatic promotion to the next rank which the player can obtain.  If he is already at the highest rank, this operator has no effect.  It takes no arguments.&lt;br /&gt;
===[[grant-medal]]===&lt;br /&gt;
 Grant medal (Action operator)&lt;br /&gt;
 	In single player missions, this function grants the given medal to the player.  Currently, only 1 medal will be allowed to be given per mission.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Name of medal to grant to player.&lt;br /&gt;
===[[tech-add-ships]]===&lt;br /&gt;
 Tech add ship (Action operator)&lt;br /&gt;
 	This operator makes the given ship type available in the techroom database.  Players will then be able to view this ship&#039;s specs there.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Name of ship type (or ship class) to add.&lt;br /&gt;
===[[tech-add-weapons]]===&lt;br /&gt;
 Tech add weapon (Action operator)&lt;br /&gt;
 	This operator makes the given weapon available in the techroom database.  Players will then be able to view this weapon&#039;s specs there.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Name of weapon (primary or secondary) to add.&lt;br /&gt;
===[[tech-add-intel]]===&lt;br /&gt;
 Tech add intel (Action operator, deprecated in favor of tech-add-intel-xstr)&lt;br /&gt;
 	This operator makes the given intel entry available in the techroom database.  Players will then be able to view this intel entry there.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Name of intel entry to add.&lt;br /&gt;
===[[tech-remove-intel]]===&lt;br /&gt;
 Tech remove intel (Action operator, deprecated in favor of tech-remove-intel-xstr)&lt;br /&gt;
 	This operator removes the given intel entry in the techroom database.  Players will then not be able to view this intel entry there.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Name of intel entry to remove.&lt;br /&gt;
===[[tech-add-intel-xstr]]===&lt;br /&gt;
 Tech add intel XSTR (Action operator)&lt;br /&gt;
 	This operator makes the given intel entry available in the techroom database.  Players will then be able to view this intel entry there.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of intel entry to add.&lt;br /&gt;
 	2:	XSTR ID of intel entry, or -1 if there is no XSTR entry.&lt;br /&gt;
 Use Add-Data for multiple entries.&lt;br /&gt;
 &lt;br /&gt;
 IMPORTANT: Each additional entry in the list MUST HAVE two fields; any entry without both fields will be ignored, as will any successive entries.&lt;br /&gt;
===[[tech-remove-intel-xstr]]===&lt;br /&gt;
 Tech remove intel XSTR (Action operator)&lt;br /&gt;
 	This operator removes the given intel entry, so it is no longer available in the techroom database.  Players will then not be able to view this intel entry there.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of intel entry to remove.&lt;br /&gt;
 	2:	XSTR ID of intel entry, or -1 if there is no XSTR entry.&lt;br /&gt;
 Use Add-Data for multiple entries.&lt;br /&gt;
 &lt;br /&gt;
 IMPORTANT: Each additional entry in the list MUST HAVE two fields; any entry without both fields will be ignored, as will any successive entries.&lt;br /&gt;
===[[tech-reset-to-default]]===&lt;br /&gt;
 Tech reset to default (Action operator)&lt;br /&gt;
 	This operator resets the tech room to the default represented in the tables.  This is useful for starting new campaigns, so that the player will not see tech entries carried over from previous campaigns.&lt;br /&gt;
 &lt;br /&gt;
 Takes no arguments.&lt;br /&gt;
===[[change-player-score]]===&lt;br /&gt;
 Change Player Score (Action operator)&lt;br /&gt;
 	This operator allows direct alteration of the player&#039;s score for this mission.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments.	1:	Amount to alter the player&#039;s score by.&lt;br /&gt;
 	Rest:	Name of ship the player is flying.&lt;br /&gt;
===[[change-team-score]]===&lt;br /&gt;
 Change Team Score (Action operator)&lt;br /&gt;
 	This operator allows direct alteration of the team&#039;s score for a TvT mission (Does nothing otherwise).&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments.	1:	Amount to alter the team&#039;s score by.&lt;br /&gt;
 	2:	The team to alter the score for. (0 will add the score to all teams!)&lt;br /&gt;
===[[set-respawns]]===&lt;br /&gt;
 set-respawns&lt;br /&gt;
 	Set the # respawns a player (or AI that could have been a player) has used.&lt;br /&gt;
 	1: Number of respawns used up&lt;br /&gt;
 	Rest: The player start ship to operate on.&lt;br /&gt;
 	Only really useful for multiplayer.&lt;br /&gt;
===[[add-remove-hotkey]]===&lt;br /&gt;
 add-remove-hotkey&lt;br /&gt;
 	Add or remove hotkey for the specified ship(s) or wing(s)&lt;br /&gt;
 	Takes 3 or more arguments&lt;br /&gt;
 	1: Boolean. True adds hotkey and false removes hotkey. &lt;br /&gt;
 	2: Integer of hotkey to add or remove. 0=F5, 1=F6, ... &lt;br /&gt;
 	(rest): Name(s) of ship(s) or wing(s)&lt;br /&gt;
==Music and Sound==&lt;br /&gt;
===[[change-soundtrack]]===&lt;br /&gt;
 change-soundtrack&lt;br /&gt;
 	Changes the mission music.  Takes 1 argument...&lt;br /&gt;
 	1: Name of the music selection (taken from music.tbl)&lt;br /&gt;
===[[play-sound-from-table]]===&lt;br /&gt;
 play-sound-from-table&lt;br /&gt;
 	Plays a sound listed in the Game Sounds section of sounds.tbl.  Note that if the sound is a non-3D sound (if the min and max radius are 0, or unspecified), the sound will just play without being fixed at a particular position in space.  In this case, the origin coordinates will be ignored.  (A better design would have put the sound index first and made the origin arguments optional, but the difference between 2D and 3D sounds was not understood at the time.  C&#039;est la vie.)&lt;br /&gt;
 &lt;br /&gt;
 Takes 4 arguments...&lt;br /&gt;
 	1: Origin X&lt;br /&gt;
 	2: Origin Y&lt;br /&gt;
 	3: Origin Z&lt;br /&gt;
 	4: Sound (index into sounds.tbl or name of the sound entry)&lt;br /&gt;
===[[play-sound-from-file]]===&lt;br /&gt;
 play-sound-from-file&lt;br /&gt;
 	Plays a sound, such as a music soundtrack, from a file.  Multiple sounds can be played with this sexp by assigning each sound to a music handle stored in a variable.&lt;br /&gt;
 Takes 1 to 4 arguments...&lt;br /&gt;
 	1: Sound (file name)&lt;br /&gt;
 	2: Enter a non-zero number to loop. default is off (optional).&lt;br /&gt;
 	3: Enter a non-zero number to use environment effects. default is off (optional).&lt;br /&gt;
 	4: Variable in which the music handle is to be stored (optional).  If no variable is specified, the &#039;default&#039; handle is used.  Only one &#039;default&#039; track can be played at a time, but multiple variable-managed tracks can be played.&lt;br /&gt;
 &lt;br /&gt;
===[[close-sound-from-file]]===&lt;br /&gt;
 close-sound-from-file&lt;br /&gt;
 	Closes the currently playing sound started by play-sound-from-file, if there is any.  Takes 0 to 2 arguments...&lt;br /&gt;
 	1: Fade (optional; default is true)&lt;br /&gt;
 	2: Variable containing a music handle (optional).  If no variable is specified, the &#039;default&#039; handle is used.&lt;br /&gt;
===[[pause-sound-from-file]]===&lt;br /&gt;
 pause-sound-from-file&lt;br /&gt;
 	Pauses or unpauses the currently playing sound started by play-sound-from-file, if there is any.  Takes 1 or 2 arguments...&lt;br /&gt;
 	1: Boolean - True to pause, False to unpause&lt;br /&gt;
 	2: Variable containing a music handle (optional).  If no variable is specified, the &#039;default&#039; handle is used.&lt;br /&gt;
===[[set-sound-environment]]===&lt;br /&gt;
 set-sound-environment&lt;br /&gt;
 Sets the EAX environment for all sound effects.  Optionally sets one or more parameters specific to the environment.  Takes 1 or more arguments...&lt;br /&gt;
 	1:	Sound environment name (a value of &amp;quot;&amp;lt;none&amp;gt;&amp;quot; will disable the effects)&lt;br /&gt;
 	2:	Environment option (optional)&lt;br /&gt;
 	3:	Environment value x 1000, e.g. 10 is 0.01 (optional)&lt;br /&gt;
 Use Add-Data to specify additional environment options in repeating option-value pairs, just like Send-Message-List can have additional messages in source-priority-message-delay groups.&lt;br /&gt;
 &lt;br /&gt;
 IMPORTANT: each additional option in the list MUST HAVE two entries; any option without the two proper fields will be ignored, as will any successive options.&lt;br /&gt;
===[[update-sound-environment]]===&lt;br /&gt;
 update-sound-environment&lt;br /&gt;
 Updates the current EAX environment with new values.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	Environment option&lt;br /&gt;
 	2:	Environment value x 1000, e.g. 10 is 0.01&lt;br /&gt;
 Use Add-Data to specify additional environment options in repeating option-value pairs, just like Send-Message-List can have additional messages in source-priority-message-delay groups.&lt;br /&gt;
 &lt;br /&gt;
 IMPORTANT: Each additional option in the list MUST HAVE two entries; any option without the two proper fields will be ignored, as will any successive options.&lt;br /&gt;
===[[adjust-audio-volume]]===&lt;br /&gt;
 adjust-audio-volume&lt;br /&gt;
 Adjusts the relative volume of one sound type. Takes 1 to 3 arguments....&lt;br /&gt;
 	1:	Sound Type to adjust, either Music, Voice or Effects. Will act as a reset for the given category, if no other argument present&lt;br /&gt;
 	2:	Percentage of the users&#039; settings to adjust to (optional), 0 will be silence, 100 means the maximum volume as set by the user&lt;br /&gt;
 	3:	Fade time (optional), time in milliseconds to adjust the volume&lt;br /&gt;
==HUD==&lt;br /&gt;
===[[hud-disable]]===&lt;br /&gt;
 hud-disable&lt;br /&gt;
 	Sets whether the hud is disabled.  Takes 1 argument...&lt;br /&gt;
 	1: Flag (1 to disable, 0 to re-enable)&lt;br /&gt;
===[[hud-disable-except-messages]]===&lt;br /&gt;
 hud-disable-except-messages&lt;br /&gt;
 	Sets whether the hud (except for messages) is disabled.  Takes 1 argument...&lt;br /&gt;
 	1: Flag (1 to disable, 0 to re-enable)&lt;br /&gt;
===[[hud-set-custom-gauge-active]]===&lt;br /&gt;
 hud-set-custom-gauge-active&lt;br /&gt;
 	Activates or deactivates a custom hud gauge defined in hud_gauges.tbl.Takes 2 Arguments...&lt;br /&gt;
 	1:	Boolean, whether or not to display this gauge&lt;br /&gt;
 	Rest:	HUD Gauge name&lt;br /&gt;
 &lt;br /&gt;
===[[hud-set-retail-gauge-active]]===&lt;br /&gt;
 hud-set-custom-gauge-active&lt;br /&gt;
 	Activates or deactivates a retail hud gauge grouping.Takes 2 Arguments...&lt;br /&gt;
 	1:	Boolean, whether or not to display this gauge&lt;br /&gt;
 	Rest:	HUD Gauge Group name&lt;br /&gt;
 &lt;br /&gt;
===[[hud-set-text]]===&lt;br /&gt;
 hud-set-text&lt;br /&gt;
 	Sets the text value of a given HUD gauge. Works for custom and certain retail gauges. Takes 2 arguments...&lt;br /&gt;
 	1:	HUD gauge to be modified&lt;br /&gt;
 	2:	Text to be set&lt;br /&gt;
===[[hud-set-text-num]]===&lt;br /&gt;
 hud-set-text-num&lt;br /&gt;
 	Sets the text value of a given HUD gauge to a number. Works for custom and certain retail gauges. Takes 2 arguments...&lt;br /&gt;
 	1:	HUD gauge to be modified&lt;br /&gt;
 	2:	Number to be set&lt;br /&gt;
===[[hud-set-message]]===&lt;br /&gt;
 hud-set-message&lt;br /&gt;
 	Sets the text value of a given HUD gauge to a message from the mission&#039;s message list. Works for custom and certain retail gauges. Takes 2 arguments...&lt;br /&gt;
 	1:	HUD gauge to be modified&lt;br /&gt;
 	2:	Message&lt;br /&gt;
===[[hud-set-directive]]===&lt;br /&gt;
 hud-set-directive&lt;br /&gt;
 	Sets the text of a given custom hud gauge to the provided text.Takes 2 Arguments...&lt;br /&gt;
 	1:	HUD Gauge name&lt;br /&gt;
 	2:	Text that will be displayed. This text will be treated as directive text, meaning that references to mapped keys will be replaced with the user&#039;s preferences.&lt;br /&gt;
 &lt;br /&gt;
===[[hud-set-frame]]===&lt;br /&gt;
 hud-set-frame&lt;br /&gt;
 	Sets the frame of a given HUD gauge&#039;s associated image. Works for custom and certain retail gauges. Takes 2 arguments...&lt;br /&gt;
 	1:	HUD gauge to be modified&lt;br /&gt;
 	2:	Frame number to be changed to&lt;br /&gt;
===[[hud-set-coords]]===&lt;br /&gt;
 hud-set-coord&lt;br /&gt;
 	Sets the coordinates of a given HUD gauge. Works for custom and retail gauges. Takes 3 arguments...&lt;br /&gt;
 	1:	HUD gauge to be modified&lt;br /&gt;
 	2:	Coordinate X component&lt;br /&gt;
 	2:	Coordinate Y component&lt;br /&gt;
===[[hud-set-color]]===&lt;br /&gt;
 hud-set-color&lt;br /&gt;
 	Sets the color of a given HUD gauge. Works only for custom gauges Takes 4 arguments...&lt;br /&gt;
 	1:	HUD gauge to be modified&lt;br /&gt;
 	2:	Red component (0-255)&lt;br /&gt;
 	3:	Green component (0-255)&lt;br /&gt;
 	4:	Blue component (0-255)&lt;br /&gt;
===[[hud-display-gauge]]===&lt;br /&gt;
 hud-display-gauge &amp;lt;milliseconds&amp;gt; &amp;lt;gauge&amp;gt;&lt;br /&gt;
 	Causes specified hud gauge to appear or disappear for so many milliseconds.  Takes 1 argument...&lt;br /&gt;
 	1: Number of milliseconds that the warpout gauge should appear on the HUD. 0 will immediately cause the gauge to disappear.&lt;br /&gt;
 	2: Name of HUD element.  Must be one of:&lt;br /&gt;
 		warpout - the &amp;quot;Subspace drive active&amp;quot; box that appears above the viewscreen.&lt;br /&gt;
 &lt;br /&gt;
===[[hud-gauge-set-active]]===&lt;br /&gt;
 hud-gauge-set-active (deprecated)&lt;br /&gt;
 	Activates or deactivates a given custom gauge.Takes 2 Arguments...&lt;br /&gt;
 	1:	HUD Gauge name&lt;br /&gt;
 	2:	Boolean, whether or not to display this gauge&lt;br /&gt;
 &lt;br /&gt;
===[[hud-activate-gauge-type]]===&lt;br /&gt;
 hud-activate-gauge-type (deprecated)&lt;br /&gt;
 	Activates or deactivates all hud gauges of a given type.Takes 2 Arguments...&lt;br /&gt;
 	1:	Gauge Type&lt;br /&gt;
 	2:	Boolean, whether or not to display this gauge&lt;br /&gt;
 &lt;br /&gt;
===[[hud-clear-messages]]===&lt;br /&gt;
 hud-clear-messages&lt;br /&gt;
 	Clears active messages displayed on the HUD.Takes no arguments&lt;br /&gt;
 &lt;br /&gt;
===[[hud-set-max-targeting-range]]===&lt;br /&gt;
 hud-set-max-targeting-range&lt;br /&gt;
 	Sets the farthest distance at which an object can be targeted.  Takes 1 argument...&lt;br /&gt;
 �: Maximum targeting distance (0 for infinite)&lt;br /&gt;
 &lt;br /&gt;
==Nav Points==&lt;br /&gt;
===[[add-nav-waypoint]]===&lt;br /&gt;
 add-nav-waypoint&lt;br /&gt;
 Adds a Navpoint to a navpoint path. Takes 3 or 4 Arguments...&lt;br /&gt;
 	1:	Name of the new navpoint.&lt;br /&gt;
 	2:	Name of the navpoint path the new navpoint should be added to.&lt;br /&gt;
 	3:	Position where the new navpoint will be inserted. Note: This is 1-indexed, so the first waypoint in a path has position 1.&lt;br /&gt;
 	4:	(Optional Argument) Controls the visibility of the new navpoint. Only entities belonging to the chosen category will be able to see it.&lt;br /&gt;
 &lt;br /&gt;
===[[add-nav-ship]]===&lt;br /&gt;
 add-nav-ship&lt;br /&gt;
 Binds the named navpoint to the named ship - when the ship moves, the waypoint moves with it. Takes 2 Arguments...&lt;br /&gt;
 	1:	The NavPoint&#039;s Name&lt;br /&gt;
 	2:	The Ship&#039;s Name&lt;br /&gt;
 &lt;br /&gt;
===[[del-nav]]===&lt;br /&gt;
 del-nav&lt;br /&gt;
 Deletes a nav point. Takes 1 Argument...&lt;br /&gt;
 	1:	NavPoint Name&lt;br /&gt;
===[[hide-nav]]===&lt;br /&gt;
 hide-nav&lt;br /&gt;
 Hides a nav point. Takes 1 Argument...&lt;br /&gt;
 	1:	NavPoint Name, it then &#039;hides&#039; that Nav Point&lt;br /&gt;
 &lt;br /&gt;
===[[restrict-nav]]===&lt;br /&gt;
 restrict-nav&lt;br /&gt;
 This causes the nav point to be unselectable. Takes 1 Argument...&lt;br /&gt;
 	1:	The Navpoint name&lt;br /&gt;
 &lt;br /&gt;
===[[unhide-nav]]===&lt;br /&gt;
 unhide-nav&lt;br /&gt;
 Restores a hidden navpoint. Takes 1 Argument...&lt;br /&gt;
 	1:	The Navpoint Name&lt;br /&gt;
 &lt;br /&gt;
===[[unrestrict-nav]]===&lt;br /&gt;
 unrestrict-nav&lt;br /&gt;
 Removes restrictions from a Navpoint. Takes 1 Argument...&lt;br /&gt;
 	1:	The Navpoint Name&lt;br /&gt;
 &lt;br /&gt;
===[[set-nav-visited]]===&lt;br /&gt;
 set-nav-visited&lt;br /&gt;
 Sets the status of the given Navpoint to &amp;quot;visited&amp;quot;. Takes 1 Argument...&lt;br /&gt;
 	1:	The Navpoint Name&lt;br /&gt;
 &lt;br /&gt;
===[[unset-nav-visited]]===&lt;br /&gt;
 unset-nav-visited&lt;br /&gt;
 Removes the &amp;quot;visited&amp;quot; status from a Navpoint. Takes 1 Argument...&lt;br /&gt;
 	1:	The Navpoint Name&lt;br /&gt;
 &lt;br /&gt;
===[[set-nav-carry]]===&lt;br /&gt;
 nav-set-carry&lt;br /&gt;
 Sets the Nav Carry flag for all listed ships. Vessels with this flag will follow the player into and out of autopilot.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	1:	Ships and Wings that should receive the Nav Carry flag.&lt;br /&gt;
 &lt;br /&gt;
===[[unset-nav-carry]]===&lt;br /&gt;
 unset-nav-carry&lt;br /&gt;
 Removes the Nav Carry flag from all listed ships and wings. Takes 1 or more arguments...&lt;br /&gt;
 	1:	Ships and Wings to remove the Nav Carry flag from&lt;br /&gt;
 &lt;br /&gt;
===[[set-nav-needslink]]===&lt;br /&gt;
 set-nav-needslink&lt;br /&gt;
 Marks all listed ships as needing to link up before entering autopilot.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	1:	Ships to mark&lt;br /&gt;
 &lt;br /&gt;
===[[unset-nav-needslink]]===&lt;br /&gt;
 unset-nav-needslink&lt;br /&gt;
 Removes the requirement for the listed ships to link up before entering autopilot.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	1:	Ships to mark&lt;br /&gt;
 &lt;br /&gt;
===[[use-nav-cinematics]]===&lt;br /&gt;
 use-nav-cinematics&lt;br /&gt;
 Controls the use of the cinematic autopilot camera. Takes 1 Argument...	1:	Set to true to enable automatic cinematics, set to false to disable automatic cinematics.&lt;br /&gt;
===[[use-autopilot]]===&lt;br /&gt;
 use-autopilot&lt;br /&gt;
 Takes 1 boolean argument.&lt;br /&gt;
 	1:	Set to true to enable autopilot, set to false to disable autopilot.&lt;br /&gt;
===[[select-nav]]===&lt;br /&gt;
 nav-select (Action operator)&lt;br /&gt;
 	Selects a nav point.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Name of the nav point.&lt;br /&gt;
===[[unselect-nav]]===&lt;br /&gt;
 nav-deselect (Action operator)&lt;br /&gt;
 	Deselects any navpoint selected.&lt;br /&gt;
 &lt;br /&gt;
 Takes no arguments...&lt;br /&gt;
==Cutscenes==&lt;br /&gt;
===[[set-cutscene-bars]]===&lt;br /&gt;
 set-cutscene-bars&lt;br /&gt;
 	Shows bars at the top and bottom of screen.  Takes 0 or 1 arguments...&lt;br /&gt;
 	1:	Milliseconds for bars to slide in&lt;br /&gt;
 &lt;br /&gt;
===[[unset-cutscene-bars]]===&lt;br /&gt;
 unset-cutscene-bars&lt;br /&gt;
 	Removes cutscene bars.  Takes 0 or 1 arguments...&lt;br /&gt;
 	1:	Milliseconds for bars to slide out&lt;br /&gt;
 &lt;br /&gt;
===[[fade-in]]===&lt;br /&gt;
 fade-in&lt;br /&gt;
 	Fades in.  Takes 0 to 4 arguments...&lt;br /&gt;
 	1:	Time to fade in (in milliseconds)&lt;br /&gt;
 	2:	Color to fade to (optional).  If arguments 3 and 4 are specified, this is the R component of an RGB color.  Otherwise it is 1 for white, 2 for red, and any other number for black.&lt;br /&gt;
 	3:	G component of an RGB color (optional)&lt;br /&gt;
 	4:	B component of an RGB color (optional)&lt;br /&gt;
 &lt;br /&gt;
===[[fade-out]]===&lt;br /&gt;
 fade-out&lt;br /&gt;
 	Fades out.  Takes 0 to 4 arguments...&lt;br /&gt;
 	1:	Time to fade in (in milliseconds)&lt;br /&gt;
 	2:	Color to fade to (optional).  If arguments 3 and 4 are specified, this is the R component of an RGB color.  Otherwise it is 1 for white, 2 for red, and any other number for black.&lt;br /&gt;
 	3:	G component of an RGB color (optional)&lt;br /&gt;
 	4:	B component of an RGB color (optional)&lt;br /&gt;
 &lt;br /&gt;
===[[set-camera]]===&lt;br /&gt;
 set-camera&lt;br /&gt;
 	Sets SEXP camera, or another specified cutscene camera.  Takes 0 to 1 arguments...&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	1:	Camera name (created if nonexistent)&lt;br /&gt;
 &lt;br /&gt;
===[[set-camera-position]]===&lt;br /&gt;
 set-camera-position&lt;br /&gt;
 	Sets the camera position to a spot in mission space.  Takes 3 to 6 arguments...&lt;br /&gt;
 	1:	X position&lt;br /&gt;
 	2:	Y position&lt;br /&gt;
 	3:	Z position&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	4:	Total turn time (milliseconds)&lt;br /&gt;
 	5:	Time to spend accelerating/decelerating (milliseconds)&lt;br /&gt;
 	6:	Time to spend decelerating (milliseconds)&lt;br /&gt;
 &lt;br /&gt;
===[[set-camera-facing]]===&lt;br /&gt;
 set-camera-facing&lt;br /&gt;
 	Makes the camera face the given point.  Takes 3 to 6 arguments...&lt;br /&gt;
 	1:	X position to face&lt;br /&gt;
 	2:	Y position to face&lt;br /&gt;
 	3:	Z position to face&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	4:	Total turn time (milliseconds)&lt;br /&gt;
 	5:	Time to spend accelerating/decelerating (milliseconds)&lt;br /&gt;
 	6:	Time to spend decelerating (milliseconds)&lt;br /&gt;
 &lt;br /&gt;
===[[set-camera-facing-object]]===&lt;br /&gt;
 set-camera-facing-object&lt;br /&gt;
 	Makes the camera face the given object.  Takes 1 to 4 arguments...&lt;br /&gt;
 	1:	Object to face&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	2:	Total turn time (milliseconds)&lt;br /&gt;
 	3:	Time to spend accelerating/decelerating (milliseconds)&lt;br /&gt;
 	4:	Time to spend decelerating (milliseconds)&lt;br /&gt;
 &lt;br /&gt;
===[[set-camera-rotation]]===&lt;br /&gt;
 set-camera-rotation&lt;br /&gt;
 	Sets the camera rotation.  Takes 3 to 6 arguments...&lt;br /&gt;
 	1:	Pitch (degrees)&lt;br /&gt;
 	2:	Bank (degrees)&lt;br /&gt;
 	3:	Heading (degrees)&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	4:	Total turn time (milliseconds)&lt;br /&gt;
 	5:	Time to spend accelerating/decelerating (milliseconds)&lt;br /&gt;
 	6:	Time to spend decelerating (milliseconds)&lt;br /&gt;
 &lt;br /&gt;
===[[set-camera-host]]===&lt;br /&gt;
 set-camera-host&lt;br /&gt;
 	Sets the object and subystem camera should view from. Camera position is offset from the host. If the selected subsystem or one of its children has an eyepoint bound to it it will be used for the camera position and orientation.If the selected subsystem is a turret and has no eyepoint the camera will be at the first firing point and look along the firing direction.If a valid camera target is set the direction to the target will override any other orientation.Takes 1 to 2 arguments...&lt;br /&gt;
 	1:	Ship to mount camera on&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	2:	Subystem to mount camera on&lt;br /&gt;
 &lt;br /&gt;
===[[set-camera-target]]===&lt;br /&gt;
 set-camera-target&lt;br /&gt;
 	Sets the object and subystem camera should track. Camera orientation is offset from the target.  Takes 1 to 2 arguments...&lt;br /&gt;
 	1:	Ship to track&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	2:	Subystem to track&lt;br /&gt;
 &lt;br /&gt;
===[[set-camera-fov]]===&lt;br /&gt;
 set-camera-fov&lt;br /&gt;
 	Sets the camera field of view.  Takes 1 to 4 arguments...&lt;br /&gt;
 	1:	New FOV (degrees)&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	2:	Total zoom time (milliseconds)&lt;br /&gt;
 	3:	Time to spend accelerating/decelerating (milliseconds)&lt;br /&gt;
 	4:	Time to spend decelerating (milliseconds)&lt;br /&gt;
 &lt;br /&gt;
===[[set-fov]]===&lt;br /&gt;
 set-fov&lt;br /&gt;
 	Sets the field of view - overrides all camera settings.  Takes 1 argument...&lt;br /&gt;
 	1:	New FOV (degrees)&lt;br /&gt;
 &lt;br /&gt;
===[[reset-fov]]===&lt;br /&gt;
 reset-fov&lt;br /&gt;
 	Resets the field of view.  &lt;br /&gt;
===[[reset-camera]]===&lt;br /&gt;
 reset-camera&lt;br /&gt;
 	Releases cutscene camera control.  Takes 1 optional argument...&lt;br /&gt;
 	(optional)&lt;br /&gt;
 	1:	Reset camera data (Position, facing, FOV...) (default: false)&lt;br /&gt;
===[[show-subtitle]]===&lt;br /&gt;
 show-subtitle (deprecated)&lt;br /&gt;
 	Displays a subtitle, either an image or a string of text.  As this operator tries to combine two functions into one and does not adjust coordinates for screen formats, it has been deprecated.&lt;br /&gt;
 Takes 4 to 13 arguments...&lt;br /&gt;
 	1:	X position (negative value to be from right of screen)&lt;br /&gt;
 	2:	Y position (negative value to be from bottom of screen)&lt;br /&gt;
 	3:	Text to display&lt;br /&gt;
 	4:	Time to be displayed, not including fadein/out&lt;br /&gt;
 	5:	Image name (optional)&lt;br /&gt;
 	6:	Fade in time (optional)&lt;br /&gt;
 	7:	Center horizontally? (optional)&lt;br /&gt;
 	8:	Center vertically? (optional)&lt;br /&gt;
 	9:	Width (optional)&lt;br /&gt;
 	10:	Text red component (0-255) (optional)&lt;br /&gt;
 	11:	Text green component (0-255) (optional)&lt;br /&gt;
 	12:	Text blue component (0-255) (optional)&lt;br /&gt;
 	13:	Drawn after shading? (optional)&lt;br /&gt;
===[[show-subtitle-text]]===&lt;br /&gt;
 show-subtitle-text&lt;br /&gt;
 	Displays a subtitle in the form of text.  Note that because of the constraints of the subtitle system, textual subtitles are currently limited to 255 characters or fewer.&lt;br /&gt;
 Takes 6 to 13 arguments...&lt;br /&gt;
 	1:	Text to display, or the name of a message containing text&lt;br /&gt;
 	2:	X position, from 0 to 100% (positive measures from the left; negative measures from the right)&lt;br /&gt;
 	3:	Y position, from 0 to 100% (positive measures from the top; negative measures from the bottom)&lt;br /&gt;
 	4:	Center horizontally? (if true, overrides argument #2)&lt;br /&gt;
 	5:	Center vertically? (if true, overrides argument #3)&lt;br /&gt;
 	6:	Time (in milliseconds) to be displayed, not including fade-in/fade-out&lt;br /&gt;
 	7:	Fade time (in milliseconds) to be used for both fade-in and fade-out (optional)&lt;br /&gt;
 	8:	Paragraph width, from 1 to 100% (optional; 0 uses default 200 pixels)&lt;br /&gt;
 	9:	Text red component (0-255) (optional)&lt;br /&gt;
 	10:	Text green component (0-255) (optional)&lt;br /&gt;
 	11:	Text blue component (0-255) (optional)&lt;br /&gt;
 	12:	Text font (optional)&lt;br /&gt;
 	13:	Drawn after shading? (optional)&lt;br /&gt;
===[[show-subtitle-image]]===&lt;br /&gt;
 show-subtitle-image&lt;br /&gt;
 	Displays a subtitle in the form of an image.&lt;br /&gt;
 Takes 8 to 10 arguments...&lt;br /&gt;
 	1:	Image to display&lt;br /&gt;
 	2:	X position, from 0 to 100% (positive measures from the left; negative measures from the right)&lt;br /&gt;
 	3:	Y position, from 0 to 100% (positive measures from the top; negative measures from the bottom)&lt;br /&gt;
 	4:	Center horizontally? (if true, overrides argument #2)&lt;br /&gt;
 	5:	Center vertically? (if true, overrides argument #3)&lt;br /&gt;
 	6:	Image width, from 1 to 100% (0 uses original width)&lt;br /&gt;
 	7:	Image height, from 1 to 100% (0 uses original height)&lt;br /&gt;
 	8:	Time (in milliseconds) to be displayed, not including fade-in/fade-out&lt;br /&gt;
 	9:	Fade time (in milliseconds) to be used for both fade-in and fade-out (optional)&lt;br /&gt;
 	10:	Drawn after shading? (optional)&lt;br /&gt;
===[[clear-subtitles]]===&lt;br /&gt;
 clear-subtitles&lt;br /&gt;
 	Clears the subtitle queue completely.&lt;br /&gt;
 &lt;br /&gt;
===[[lock-perspective]]===&lt;br /&gt;
 lock-perspective&lt;br /&gt;
 	Prevents or allows the player from changing the view mode.  Takes 1 or 2 arguments...&lt;br /&gt;
 	1:	True to lock the view mode, false to unlock it&lt;br /&gt;
 	2:	What view mode to lock; 0 for first-person, 1 for chase, 2 for external, 3 for top-down&lt;br /&gt;
===[[set-camera-shudder]]===&lt;br /&gt;
 set-camera-shudder&lt;br /&gt;
 	Causes the camera to shudder.  Currently this will only work if the camera is showing the player&#039;s viewpoint (i.e. the HUD).&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1: Time (in milliseconds)&lt;br /&gt;
 	2: Intensity.  For comparison, the Maxim has an intensity of 1440.&lt;br /&gt;
===[[supernova-stop]]===&lt;br /&gt;
 supernova-stop&lt;br /&gt;
 	 Stops a supernova in progress.&lt;br /&gt;
 	 Note this only works if the camera hasn&#039;t cut to the player&#039;s death animation yet.&lt;br /&gt;
 &lt;br /&gt;
===[[set-motion-debris-override]]===&lt;br /&gt;
 set-motion-debris-override&lt;br /&gt;
 	Controls whether or not motion debris should be active.&lt;br /&gt;
 	This overrides any choice made by the user through the -nomotiondebris commandline flag.Takes 1 argument...&lt;br /&gt;
 	1:	Boolean: True will disable motion debris, False reenable it.&lt;br /&gt;
 &lt;br /&gt;
==Backgrounds and Nebulae==&lt;br /&gt;
===[[mission-set-nebula]]===&lt;br /&gt;
 mission-set-nebula&lt;br /&gt;
 	Turns nebula on/off&lt;br /&gt;
 	Takes1 argument...&lt;br /&gt;
 	1:	0 for nebula off, 1 for nebula on&lt;br /&gt;
===[[mission-set-subspace]]===&lt;br /&gt;
 mission-set-subspace&lt;br /&gt;
 	Turns subspace on/off&lt;br /&gt;
 	Takes 1 argument...&lt;br /&gt;
 1:	0 for subspace off, 1 for subspace on&lt;br /&gt;
===[[change-background]]===&lt;br /&gt;
 change-background&lt;br /&gt;
 	Sets the displayed suns and bitmaps to one of the stored mission backgrounds.&lt;br /&gt;
 	Takes 1 argument...&lt;br /&gt;
 1:	Background number (starting from 1)&lt;br /&gt;
===[[add-background-bitmap]]===&lt;br /&gt;
 add-background-bitmap&lt;br /&gt;
 	Adds a background bitmap to the sky.  Returns an integer that is stored in a variable so it can be deleted using remove-background-bitmap&lt;br /&gt;
 &lt;br /&gt;
 Takes 8 to 9 arguments...&lt;br /&gt;
 	1:	Background bitmap name&lt;br /&gt;
 	2:	Pitch&lt;br /&gt;
 	3:	Bank&lt;br /&gt;
 	4:	Heading&lt;br /&gt;
 	5:	X scale (expressed as a percentage of the original size of the bitmap)&lt;br /&gt;
 	6:	Y scale (expressed as a percentage of the original size of the bitmap)&lt;br /&gt;
 	7:	X divisions.&lt;br /&gt;
 	8:	Y divisions.&lt;br /&gt;
 	9:	Variable in which to store result (optional)&lt;br /&gt;
 &lt;br /&gt;
===[[remove-background-bitmap]]===&lt;br /&gt;
 remove-background-bitmap&lt;br /&gt;
 	Removes the nth background bitmap from the mission&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Zero based bitmap index from the &#039;Bitmap&#039; box in the background editor&lt;br /&gt;
 			You can also use the result of a previous call to add-background-bitmap to remove that added bitmap&lt;br /&gt;
 &lt;br /&gt;
===[[add-sun-bitmap]]===&lt;br /&gt;
 add-sun-bitmap&lt;br /&gt;
 	Adds a sun bitmap to the sky.  Returns an integer that is stored in a variable so it can be deleted using remove-sun-bitmap&lt;br /&gt;
 &lt;br /&gt;
 Takes 5 to 6 arguments...&lt;br /&gt;
 	1:	Sun bitmap name&lt;br /&gt;
 	2:	Pitch&lt;br /&gt;
 	3:	Bank&lt;br /&gt;
 	4:	Heading&lt;br /&gt;
 	5:	Scale (expressed as a percentage of the original size of the bitmap)&lt;br /&gt;
 	6:	Variable in which to store result (optional)&lt;br /&gt;
 &lt;br /&gt;
===[[remove-sun-bitmap]]===&lt;br /&gt;
 remove-sun-bitmap&lt;br /&gt;
 	Removes the nth sun from the mission&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Zero based sun index from the &#039;Suns&#039; box in the background editor&lt;br /&gt;
 			You can also use the result of a previous call to add-sun-bitmap to remove that added sun&lt;br /&gt;
 &lt;br /&gt;
===[[nebula-change-storm]]===&lt;br /&gt;
 nebula-change-storm&lt;br /&gt;
 	Changes the current nebula storm&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Nebula storm to change to&lt;br /&gt;
 &lt;br /&gt;
===[[nebula-toggle-poof]]===&lt;br /&gt;
 nebula-toggle-poof&lt;br /&gt;
 	Toggles the state of a nebula poof&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1:	Name of nebula poof to toggle&lt;br /&gt;
 	2:	A True boolean expression will toggle this poof on.  A false one will do the opposite.&lt;br /&gt;
===[[nebula-change-pattern]]===&lt;br /&gt;
 nebula-change-pattern&lt;br /&gt;
 	Changes the current nebula background pattern (as defined in nebula.tbl)&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Nebula background pattern to change to&lt;br /&gt;
 &lt;br /&gt;
===[[set-skybox-model]]===&lt;br /&gt;
 set-skybox-model&lt;br /&gt;
 	Sets the current skybox model.  Takes 1-7 arguments&lt;br /&gt;
 	1:	Model filename (with .pof extension) to switch to&lt;br /&gt;
 	2:	Restart animated textures, if they exist (optional, defaults to true)&lt;br /&gt;
 	3-8:	Set or unset the following skyboxes flags (optional)&lt;br /&gt;
 			add-lighting, no-transparency, add-zbuffer&lt;br /&gt;
 			add-culling, no-glowmaps, force-clamp&lt;br /&gt;
 &lt;br /&gt;
 Note: If the model filename is set to &amp;quot;default&amp;quot; with no extension then it will switch to the mission supplied default skybox.&lt;br /&gt;
===[[set-skybox-orientation]]===&lt;br /&gt;
 set-skybox-orientation&lt;br /&gt;
 	Sets the current skybox orientation.  Takes 3 arguments...&lt;br /&gt;
 	1:	Pitch&lt;br /&gt;
 	2:	Bank&lt;br /&gt;
 	3:	Heading&lt;br /&gt;
 &lt;br /&gt;
===[[set-ambient-light]]===&lt;br /&gt;
 set-ambient-light&lt;br /&gt;
 	Sets the ambient light level for the mission&lt;br /&gt;
 	Takes 3 arguments&lt;br /&gt;
 	1: Red (0 - 255).&lt;br /&gt;
 	2: Green (0 - 255).&lt;br /&gt;
 	3: Blue (0 - 255).&lt;br /&gt;
&lt;br /&gt;
==Jump Nodes==&lt;br /&gt;
===[[set-jumpnode-name]]===&lt;br /&gt;
 set-jumpnode-name&lt;br /&gt;
 	Sets the name of a jump node. Takes 2 arguments...&lt;br /&gt;
 	1: Name of jump node to change name for&lt;br /&gt;
 	2: New name for jump node&lt;br /&gt;
 &lt;br /&gt;
 	Note: SEXPs referencing the old name will not work after the name change.&lt;br /&gt;
 &lt;br /&gt;
===[[set-jumpnode-color]]===&lt;br /&gt;
 set-jumpnode-color&lt;br /&gt;
 	Sets the color of a jump node.  Takes 5 arguments...&lt;br /&gt;
 	1:	Jump node to change color for&lt;br /&gt;
 	2:	Red value&lt;br /&gt;
 	3:	Green value&lt;br /&gt;
 	4:	Blue value&lt;br /&gt;
 	5:	Alpha value&lt;br /&gt;
 &lt;br /&gt;
===[[set-jumpnode-model]]===&lt;br /&gt;
 set-jumpnode-model&lt;br /&gt;
 	Sets the model of a jump node.  Takes 3 arguments...&lt;br /&gt;
 	1:	Jump node to change model for&lt;br /&gt;
 	2:	Model filename&lt;br /&gt;
 	3:	Show as normal model. When this is true, the jumpnode will be rendered like a normal model.&lt;br /&gt;
 &lt;br /&gt;
===[[show-jumpnode]]===&lt;br /&gt;
 show-jumpnode&lt;br /&gt;
 	Sets a jump node to display on the screen.&lt;br /&gt;
 	Any:	Jump node to show&lt;br /&gt;
 &lt;br /&gt;
===[[hide-jumpnode]]===&lt;br /&gt;
 hide-jumpnode&lt;br /&gt;
 	Sets a jump node to not display on the screen.&lt;br /&gt;
 	Any:	Jump node to hide&lt;br /&gt;
 &lt;br /&gt;
==Special Effects==&lt;br /&gt;
===[[set-post-effect]]===&lt;br /&gt;
 set-post-effect&lt;br /&gt;
 	Configures a post-processing effect.  Takes 2 arguments...&lt;br /&gt;
 	1: Effect type&lt;br /&gt;
 	2: Effect intensity (0 - 100).	3: (Optional) Red (0 - 255).	4: (Optional) Green (0 - 255).	5: (Optional) Blue (0 - 255).&lt;br /&gt;
===[[reset-post-effects]]===&lt;br /&gt;
 reset-post-effects&lt;br /&gt;
 	Resets all post-processing effects to their default values.  Takes no arguments.&lt;br /&gt;
 &lt;br /&gt;
===[[ship-effect]]===&lt;br /&gt;
 ship-effect&lt;br /&gt;
 	Plays an animated shader effect on the ship(s) or wing(s).&lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	Effect name (as defined in post_processing.tbl)&lt;br /&gt;
 	2:	How long the effect should take in milliseconds&lt;br /&gt;
 	Rest:	Ship or wing name&lt;br /&gt;
 &lt;br /&gt;
===[[ship-create]]===&lt;br /&gt;
 ship-create&lt;br /&gt;
 	Creates a new ship&lt;br /&gt;
 	Takes 5 to 8 arguments...&lt;br /&gt;
 	1: Name of new ship (use &amp;quot;&amp;lt;none&amp;gt;&amp;quot; for a default name)&lt;br /&gt;
 	2: Class of new ship&lt;br /&gt;
 	3: X position&lt;br /&gt;
 	4: Y position&lt;br /&gt;
 	5: Z position&lt;br /&gt;
 	6: Pitch (optional)&lt;br /&gt;
 	7: Bank (optional)&lt;br /&gt;
 	8: Heading (optional)&lt;br /&gt;
 &lt;br /&gt;
===[[weapon-create]]===&lt;br /&gt;
 weapon-create&lt;br /&gt;
 	Creates a new weapon&lt;br /&gt;
 	Takes 5 to 10 arguments...&lt;br /&gt;
 	 1: Name of parent ship (or &amp;quot;&amp;lt;none&amp;gt;&amp;quot; for no parent)&lt;br /&gt;
 	 2: Class of new weapon&lt;br /&gt;
 	 3: X position&lt;br /&gt;
 	 4: Y position&lt;br /&gt;
 	 5: Z position&lt;br /&gt;
 	 6: Pitch (optional)&lt;br /&gt;
 	 7: Bank (optional)&lt;br /&gt;
 	 8: Heading (optional)&lt;br /&gt;
 	 9: Targeted ship (optional)&lt;br /&gt;
 	10: Targeted subsystem (optional)&lt;br /&gt;
 &lt;br /&gt;
===[[ship-vaporize]]===&lt;br /&gt;
 ship-vaporize&lt;br /&gt;
 	Sets the ship to vaporize when it is destroyed.  Does not actually destroy the ship - use self-destruct for that.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	List of ships on which to set the vaporize flag&lt;br /&gt;
===[[ship-no-vaporize]]===&lt;br /&gt;
 ship-no-vaporize&lt;br /&gt;
 	Sets the ship to not vaporize when it is destroyed.  Does not actually destroy the ship - use self-destruct for that.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	List of ships on which to unset the vaporize flag&lt;br /&gt;
===[[set-explosion-option]]===&lt;br /&gt;
 set-explosion-option&lt;br /&gt;
 Sets an explosion option on a particular ship.  Takes 3 or more arguments...&lt;br /&gt;
 	1:	Ship name&lt;br /&gt;
 	2:	Explosion option&lt;br /&gt;
 	3:	Explosion value (for shockwave speed, 0 will produce no shockwave; for death roll time, 0 will use the default time)&lt;br /&gt;
 Use Add-Data to specify additional explosion options in repeating option-value pairs, just like Send-Message-List can have additional messages in source-priority-message-delay groups.&lt;br /&gt;
 &lt;br /&gt;
 IMPORTANT: Each additional option in the list MUST HAVE two entries; any option without the two proper fields will be ignored, as will any successive options.&lt;br /&gt;
===[[explosion-effect]]===&lt;br /&gt;
 explosion-effect&lt;br /&gt;
 	Causes an explosion at a given origin, with the given parameters.  Takes 11 to 14 arguments...&lt;br /&gt;
 	1:  Origin X&lt;br /&gt;
 	2:  Origin Y&lt;br /&gt;
 	3:  Origin Z&lt;br /&gt;
 	4:  Damage&lt;br /&gt;
 	5:  Blast force&lt;br /&gt;
 	6:  Size of explosion (if 0, explosion will not be visible)&lt;br /&gt;
 	7:  Inner radius to apply damage (if 0, explosion will not be visible)&lt;br /&gt;
 	8:  Outer radius to apply damage (if 0, explosion will not be visible)&lt;br /&gt;
 	9:  Shockwave speed (if 0, there will be no shockwave)&lt;br /&gt;
 	10: Fireball Type (unique ID of a fireball entry, OR a number: 0 = medium explosion [default, 1st in table], 1 = large explosion 1 [4th in table], 2 = large explosion 2 [5th in table], 3 or greater the respective entry in fireball.tbl)&lt;br /&gt;
 	11: Sound (index into sounds.tbl or name of the sound entry)&lt;br /&gt;
 	12: EMP intensity (optional)&lt;br /&gt;
 	13: EMP duration in seconds (optional)&lt;br /&gt;
 	14: Whether to use the full EMP time for capship turrets (optional, defaults to false)&lt;br /&gt;
===[[warp-effect]]===&lt;br /&gt;
 warp-effect&lt;br /&gt;
 	Causes a subspace warp effect at a given origin, facing toward a given location, with the given parameters.&lt;br /&gt;
 Takes 12 to 14 arguments...&lt;br /&gt;
 	1:  Origin X&lt;br /&gt;
 	2:  Origin Y&lt;br /&gt;
 	3:  Origin Z&lt;br /&gt;
 	4:  Location X&lt;br /&gt;
 	5:  Location Y&lt;br /&gt;
 	6:  Location Z&lt;br /&gt;
 	7:  Radius&lt;br /&gt;
 	8:  Duration in seconds (values smaller than 4 are ignored)&lt;br /&gt;
 	9:  Warp opening sound (index into sounds.tbl or name of the sound entry)&lt;br /&gt;
 	10: Warp closing sound (index into sounds.tbl or name of the sound entry)&lt;br /&gt;
 	11: Fireball Type (unique ID of a fireball entry, OR a number: 0 for standard blue [default], 1 for Knossos green, 2 or greater the respective entry in fireball.tbl)&lt;br /&gt;
 	12: Shape (0 for 2-D [default], 1 for 3-D)&lt;br /&gt;
 	13: Duration of the opening effect, in milliseconds (and also the closing effect if the next argument is not specified)&lt;br /&gt;
 	14: Duration of the closing effect, in milliseconds&lt;br /&gt;
 &lt;br /&gt;
===[[remove-weapons]]===&lt;br /&gt;
 remove-weapons&lt;br /&gt;
 	Removes all live weapons currently in the game	1: (Optional) Remove only this specific weapon&lt;br /&gt;
 &lt;br /&gt;
===[[set-time-compression]]===&lt;br /&gt;
 set-time-compression&lt;br /&gt;
 	Sets the time compression and prevents it from being changed by the user.  Takes 1 to 3 arguments...&lt;br /&gt;
 	1:	New time compression (% of 1x)&lt;br /&gt;
 	2:	Time in ms for change to take&lt;br /&gt;
 	3:	Time compression to start from&lt;br /&gt;
 &lt;br /&gt;
===[[reset-time-compression]]===&lt;br /&gt;
 reset-time-compression&lt;br /&gt;
 	Resets the time compression - that is to say, time compression is set back to 1x, and the time compression controls are unlocked.  Always call this when done with set-time-compression.  &lt;br /&gt;
===[[call-ssm-strike]]===&lt;br /&gt;
 call-ssm-strike&lt;br /&gt;
 	Calls a subspace missile strike on the specified ship.&lt;br /&gt;
 	Requires a ssm table (ssm.tbl).&lt;br /&gt;
 Takes 3 arguments...&lt;br /&gt;
 	1:	Strike name.&lt;br /&gt;
 	2:	Calling team.&lt;br /&gt;
 	Rest:	List of ships the strike will be called on.&lt;br /&gt;
==Variables==&lt;br /&gt;
===[[get-variable-by-index]]===&lt;br /&gt;
 get-variable-by-index (originally variable-array-get)&lt;br /&gt;
 	Gets the value of the variable specified by the given index.  This is an alternate way to access variables rather than by their names, and it enables cool features such as arrays and pointers.&lt;br /&gt;
 &lt;br /&gt;
 Please note that only numeric variables are supported.  Any attempt to access a string variable will result in a value of SEXP_NAN_FOREVER being returned.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Index of variable, from 0 to MAX_SEXP_VARIABLES - 1.&lt;br /&gt;
===[[set-variable-by-index]]===&lt;br /&gt;
 set-variable-by-index (originally variable-array-set)&lt;br /&gt;
 	Sets the value of the variable specified by the given index.  This is an alternate way to modify variables rather than by their names, and it enables cool features such as arrays and pointers.&lt;br /&gt;
 &lt;br /&gt;
 In contrast to get-variable-by-index, note that this sexp *does* allow the modification of string variables.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1:	Index of variable, from 0 to MAX_SEXP_VARIABLES - 1.&lt;br /&gt;
 	2:	Value to be set.&lt;br /&gt;
===[[copy-variable-from-index]]===&lt;br /&gt;
 copy-variable-from-index&lt;br /&gt;
 	Retrieves the value of the variable specified by the given index and stores it in another variable.  This is very similar to get-variable-by-index, except the result is stored in a new variable rather than being returned by value.  One important difference is that this sexp can be used to copy string variables as well as numeric variables.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1:	Index of source variable, from 0 to MAX_SEXP_VARIABLES - 1.&lt;br /&gt;
 	2:	Destination variable.  The type of this variable must match the type of the variable referenced by the index.&lt;br /&gt;
===[[copy-variable-between-indexes]]===&lt;br /&gt;
 copy-variable-between-indexes&lt;br /&gt;
 	Retrieves the value of the variable specified by the first index and stores it in the variable specified by the second index.  The first variable is not modified.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1:	Index of source variable, from 0 to MAX_SEXP_VARIABLES - 1.&lt;br /&gt;
 	2:	Index of destination variable, from 0 to MAX_SEXP_VARIABLES - 1.  The types of both variables must match.&lt;br /&gt;
===[[int-to-string]]===&lt;br /&gt;
 int-to-string&lt;br /&gt;
 	Converts an integer into a string.  The destination must be a string variable.&lt;br /&gt;
 Takes 2 argument...&lt;br /&gt;
 	1:	Integer to convert&lt;br /&gt;
 	2:	String variable to contain the result&lt;br /&gt;
 &lt;br /&gt;
===[[string-concatenate]]===&lt;br /&gt;
 string-concatenate (deprecated in favor of string-concatenate-block)&lt;br /&gt;
 	Concatenates two strings, putting the result into a string variable.  If the length of the string will exceed the sexp variable token limit (currently 32), it will be truncated.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 arguments...&lt;br /&gt;
 	1: First string&lt;br /&gt;
 	2: Second string&lt;br /&gt;
 	3: String variable to hold the result&lt;br /&gt;
 &lt;br /&gt;
===[[string-concatenate-block]]===&lt;br /&gt;
 string-concatenate-block&lt;br /&gt;
 	Concatenates two or more strings, putting the result into a string variable.  If the length of the string will exceed the sexp variable token limit (currently 32), it will be truncated.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1: String variable to hold the result&lt;br /&gt;
 	Rest: Strings to concatenate.  At least two of these are required; the rest are optional.&lt;br /&gt;
 &lt;br /&gt;
===[[string-get-substring]]===&lt;br /&gt;
 string-get-substring&lt;br /&gt;
 	Extracts a substring from a parent string, putting the result into a string variable.  If the length of the string will exceed the sexp variable token limit (currently 32), it will be truncated.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 arguments...&lt;br /&gt;
 	1: Parent string&lt;br /&gt;
 	2: Index at which the substring begins (0-based)&lt;br /&gt;
 	3: Length of the substring&lt;br /&gt;
 	4: String variable to hold the result&lt;br /&gt;
 &lt;br /&gt;
===[[string-set-substring]]===&lt;br /&gt;
 string-set-substring&lt;br /&gt;
 	Replaces a substring from a parent string with a new string, putting the result into a string variable.  If the length of the string will exceed the sexp variable token limit (currently 32), it will be truncated.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 arguments...&lt;br /&gt;
 	1: Parent string&lt;br /&gt;
 	2: Index at which the substring begins (0-based)&lt;br /&gt;
 	3: Length of the substring&lt;br /&gt;
 	4: New substring (which can be a different length than the old substring)&lt;br /&gt;
 	5: String variable to hold the result&lt;br /&gt;
 &lt;br /&gt;
===[[modify-variable-xstr]]===&lt;br /&gt;
 modify-variable-xstr&lt;br /&gt;
 	Sets a variable to a localized string.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 arguments...&lt;br /&gt;
 	1:	Name of Variable.&lt;br /&gt;
 	2:	The default text if no localized version is available.&lt;br /&gt;
 	3:	The XSTR index. If set to -1 then the default value will be used&lt;br /&gt;
 &lt;br /&gt;
==Other==&lt;br /&gt;
=Conditionals=&lt;br /&gt;
===[[when-argument]]===&lt;br /&gt;
 When-argument (Conditional operator)&lt;br /&gt;
 	Performs specified actions when a condition, given a set of arguments, becomes true.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	The arguments to evaluate (see any-of, every-of, random-of, etc.).&lt;br /&gt;
 	2:	Boolean expression that must be true for actions to take place.&lt;br /&gt;
 	Rest:	Actions to take when the boolean expression becomes true.&lt;br /&gt;
===[[every-time]]===&lt;br /&gt;
 Every-time (Conditional operator)&lt;br /&gt;
 	This is a version of &amp;quot;when&amp;quot; that will always evaluate its arguments.  It&#039;s useful in situations where you need to repeatedly check things that may become true more than once.  Since this sexp will execute every time it&#039;s evaluated, you may need to use it as an argument to &amp;quot;when&amp;quot; if you want to impose restrictions on how it&#039;s called.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Boolean expression that must be true for actions to take place.&lt;br /&gt;
 	Rest:	Actions to take when boolean expression is true.&lt;br /&gt;
===[[every-time-argument]]===&lt;br /&gt;
 Every-time-argument (Conditional operator)&lt;br /&gt;
 	This is a version of &amp;quot;when-argument&amp;quot; that will always evaluate its arguments.  It&#039;s useful in situations where you need to repeatedly check things that may become true more than once.  Since this sexp will execute every time it&#039;s evaluated, you may need to use it as an argument to &amp;quot;when&amp;quot; (not &amp;quot;when-argument&amp;quot;) if you want to impose restrictions on how it&#039;s called.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	The arguments to evaluate (see any-of, all-of, random-of, etc.).&lt;br /&gt;
 	2:	Boolean expression that must be true for actions to take place.&lt;br /&gt;
 	Rest:	Actions to take when the boolean expression becomes true.&lt;br /&gt;
===[[if-then-else]]===&lt;br /&gt;
 If-then-else (Conditional operator)&lt;br /&gt;
 	Performs one action if a condition is true (like &amp;quot;when&amp;quot;), or another action (or set of actions) if the condition is false.  Note that this sexp only completes one of its branches once the condition has been determined; it does not come back later and evaluate the other branch if the condition happens to switch truth values.&lt;br /&gt;
 &lt;br /&gt;
 Takes 3 or more arguments...&lt;br /&gt;
 	1:	Boolean expression to evaluate.&lt;br /&gt;
 	2:	Actions to take if that expression becomes true.&lt;br /&gt;
 	Rest:	Actions to take if that expression becomes false.&lt;br /&gt;
 &lt;br /&gt;
===[[functional-if-then-else]]===&lt;br /&gt;
 Functional If-then-else (Conditional operator)&lt;br /&gt;
 	Returns the first number if the condition is true, and the second number otherwise.&lt;br /&gt;
 &lt;br /&gt;
 This sexp is very similar to the ?: ternary operator in C and other programming languages.  Unfortunately, due to limitations of the sexp system, it is not possible to create an equivalent sexp for string values.&lt;br /&gt;
 &lt;br /&gt;
 Takes exactly 3 arguments...&lt;br /&gt;
 	1:	Boolean expression to evaluate.&lt;br /&gt;
 	2:	Number to return if the expression is currently true.&lt;br /&gt;
 	3:	Number to return if the expression is not currently true..&lt;br /&gt;
===[[switch]]===&lt;br /&gt;
 Switch (Conditional operator)&lt;br /&gt;
 	Performs one action according to the value of the first argument.  If the argument evaluates to 0, the first action is performed; if the &lt;br /&gt;
 argument is 1, the next action is performed, etc.  If the value is out of range, no action is performed at all.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Numeric expression to evaluate.&lt;br /&gt;
 	Rest:	List of actions, one of which (at most) will be taken according to the value of the expression.&lt;br /&gt;
&lt;br /&gt;
===[[any-of]]===&lt;br /&gt;
 Any-of (Conditional operator)&lt;br /&gt;
 	Supplies arguments for the &amp;lt;argument&amp;gt; special data item.  Any of the supplied arguments can satisfy the expression(s) in which &amp;lt;argument&amp;gt; is used.&lt;br /&gt;
 &lt;br /&gt;
 In practice, this will behave like a standard &amp;quot;for-each&amp;quot; statement, evaluating the action operators for each argument that satisfies the condition.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Anything that could be used in place of &amp;lt;argument&amp;gt;.&lt;br /&gt;
===[[every-of]]===&lt;br /&gt;
 Every-of (Conditional operator)&lt;br /&gt;
 	Supplies arguments for the &amp;lt;argument&amp;gt; special data item.  Every one of the supplied arguments will be evaluated to satisfy the expression(s) in which &amp;lt;argument&amp;gt; is used.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Anything that could be used in place of &amp;lt;argument&amp;gt;.&lt;br /&gt;
===[[random-of]]===&lt;br /&gt;
 Random-of (Conditional operator)&lt;br /&gt;
 	Supplies arguments for the &amp;lt;argument&amp;gt; special data item.  A random supplied argument will be selected to satisfy the expression(s) in which &amp;lt;argument&amp;gt; is used. The same argument will be returned by all subsequent calls&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Anything that could be used in place of &amp;lt;argument&amp;gt;.&lt;br /&gt;
===[[random-multiple-of]]===&lt;br /&gt;
 Random-multiple-of (Conditional operator)&lt;br /&gt;
 	Supplies arguments for the &amp;lt;argument&amp;gt; special data item.  A random supplied argument will be selected to satisfy the expression(s) in which &amp;lt;argument&amp;gt; is used.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Anything that could be used in place of &amp;lt;argument&amp;gt;.&lt;br /&gt;
===[[number-of]]===&lt;br /&gt;
 Number-of (Conditional operator)&lt;br /&gt;
 	Supplies arguments for the &amp;lt;argument&amp;gt; special data item.  Any [number] of the supplied arguments can satisfy the expression(s) in which &amp;lt;argument&amp;gt; is used.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1:	Number of arguments, as above&lt;br /&gt;
 	Rest:	Anything that could be used in place of &amp;lt;argument&amp;gt;.&lt;br /&gt;
===[[in-sequence]]===&lt;br /&gt;
 In-Sequence (Conditional operator)&lt;br /&gt;
 	Supplies arguments for the &amp;lt;argument&amp;gt; special data item.  The first argument in the list will be selected to satisfy the expression(s) in which &amp;lt;argument&amp;gt; is used. The same argument will be returned by all subsequent calls&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Anything that could be used in place of &amp;lt;argument&amp;gt;.&lt;br /&gt;
===[[for-counter]]===&lt;br /&gt;
 For-Counter (Conditional operator)&lt;br /&gt;
 	Supplies counter values for the &amp;lt;argument&amp;gt; special data item.  This sexp will count up from the start value to the stop value, and each value will be provided as an argument to the action operators.  The default increment is 1, but if the optional increment parameter is provided, the counter will increment by that number.  The stop value will be supplied if appropriate; e.g. counting from 0 to 10 by 2 will supply 0, 2, 4, 6, 8, and 10; but counting by 3 will supply 0, 3, 6, and 9.&lt;br /&gt;
 &lt;br /&gt;
 Note that the counter values are all treated as valid arguments, and it is impossible to invalidate a counter argument.  If you want to invalidate a counter value, use Any-of and list the values explicitly.&lt;br /&gt;
 &lt;br /&gt;
 This sexp will usually need to be accompanied by the string-to-int sexp, as the counter variables are provided in string format but are most useful in integer format.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or 3 arguments...&lt;br /&gt;
 	1:	Counter start value&lt;br /&gt;
 	2:	Counter stop value&lt;br /&gt;
 	3:	Counter increment (optional)&lt;br /&gt;
===[[invalidate-argument]]===&lt;br /&gt;
 Invalidate-argument (Conditional operator)&lt;br /&gt;
 	Removes an argument from future consideration as a &amp;lt;argument&amp;gt; special data item.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	The argument to remove from the preceding argument list.&lt;br /&gt;
===[[invalidate-all-arguments]]===&lt;br /&gt;
 Invalidate-all-arguments (Conditional operator)&lt;br /&gt;
 	Removes all argument from future consideration as &amp;lt;argument&amp;gt; special data items.&lt;br /&gt;
 Takes no arguments.&lt;br /&gt;
===[[validate-argument]]===&lt;br /&gt;
 Validate-argument (Conditional operator)&lt;br /&gt;
 	Restores an argument for future consideration as a &amp;lt;argument&amp;gt; special data item.&lt;br /&gt;
 	If the argument hasn&#039;t been previously invalidated, it will do nothing.&lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	The argument to restore to the preceding argument list.&lt;br /&gt;
===[[validate-all-arguments]]===&lt;br /&gt;
 Validate-all-arguments (Conditional operator)&lt;br /&gt;
 	Restores all arguments for future consideration as &amp;lt;argument&amp;gt; special data items.&lt;br /&gt;
 	If the argument hasn&#039;t been previously invalidated, it will do nothing.&lt;br /&gt;
 Takes no arguments.&lt;br /&gt;
===[[do-for-valid-arguments]]===&lt;br /&gt;
 Do-for-valid-arguments (Conditional operator)&lt;br /&gt;
 	Performs specified actions once for each valid &amp;lt;argument&amp;gt; in the parent conditional.&lt;br /&gt;
 	Must not be used for any SEXP that actually contains &amp;lt;argument&amp;gt; as these are already being executed&lt;br /&gt;
 	multiple times without using Do-for-valid-arguments. Any use of &amp;lt;argument&amp;gt; and will &lt;br /&gt;
 	prevent execution of the entire SEXP unless it is nested inside another when(or every-time)-argument SEXP.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 or more arguments...&lt;br /&gt;
 	All:	Actions to take.&lt;br /&gt;
===[[num-valid-arguments]]===&lt;br /&gt;
 num-valid-arguments (Conditional operator)&lt;br /&gt;
 	Returns the number of valid arguments in the argument list.&lt;br /&gt;
 &lt;br /&gt;
 Takes no arguments...&lt;br /&gt;
&lt;br /&gt;
=Ai goals=&lt;br /&gt;
===[[ai-chase-ship-class]]===&lt;br /&gt;
 Ai-chase ship class (Ship goal)&lt;br /&gt;
 	Causes the specified ship to chase and attack the specified target ship class.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 or 3 arguments...&lt;br /&gt;
 	1:	Name of ship class to chase.&lt;br /&gt;
 	2:	Goal priority (number between 0 and 200. Player orders have a priority of 90-100).&lt;br /&gt;
 	3 (optional):	Whether to attack the target even if it is on the same team; defaults to false.&lt;br /&gt;
===[[ai-ignore-new]]===&lt;br /&gt;
 Ai-ignore-new (Ship goal)&lt;br /&gt;
 	Tells the specified ship to ignore the given ship and not consider it as a valid target to attack.&lt;br /&gt;
 &lt;br /&gt;
 Takes 2 arguments...&lt;br /&gt;
 	1:	Name of ship to ignore.&lt;br /&gt;
 	2:	Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-play-dead-persistent]]===&lt;br /&gt;
 Ai-play-dead-persistent (Ship goal)&lt;br /&gt;
 	Causes the specified ship to pretend that it is dead and not do anything.  This goal behaves exactly like ai-play-dead, with the important difference that the ship will not immediately come back to life whenever it is given an order or a new goal of any priority.  The only ways this goal can be removed are via remove-goal, clear-goals, or a new goal of a *higher* priority.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Goal priority (number between 0 and 89).&lt;br /&gt;
===[[ai-form-on-wing]]===&lt;br /&gt;
 Ai-form-on-wing (Ship Goal)&lt;br /&gt;
 	Causes the ship to form on the specified ship&#039;s wing. This works analogous to the player order, and will cause all other goals specified for the ship to be purged.&lt;br /&gt;
 &lt;br /&gt;
 Takes 1 argument...&lt;br /&gt;
 	1:	Ship to form on.&lt;br /&gt;
=Event/Goals=&lt;br /&gt;
===[[is-event-true-msecs-delay]]===&lt;br /&gt;
 Mission Event True (Boolean operator)&lt;br /&gt;
 	Returns true N milliseconds after the specified event in the this mission is true (or succeeded).  It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
 	1:	Name of the event in the mission.&lt;br /&gt;
 	2:	Number of milliseconds to delay before returning true.&lt;br /&gt;
 	3:	(Optional) Defaults to False. When set to false, directives will only appear as soon as the specified event is true.&lt;br /&gt;
 		When set to true, the event only affects whether the directive succeeds/fails, and has no effect on when it appears&lt;br /&gt;
===[[is-event-false-msecs-delay]]===&lt;br /&gt;
 Mission Event False (Boolean operator)&lt;br /&gt;
 	Returns true N milliseconds after the specified event in the this mission is false (or failed).  It returns false otherwise.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 required arguments and 1 optional argument...&lt;br /&gt;
 	1:	Name of the event in the mission.&lt;br /&gt;
 	2:	Number of milliseconds to delay before returning true.&lt;br /&gt;
 	3:	(Optional) Defaults to False. When set to false, directives will only appear as soon as the specified event is true.&lt;br /&gt;
 		When set to true, the event only affects whether the directive succeeds/fails, and has no effect on when it appears&lt;br /&gt;
=Training=&lt;br /&gt;
===[[query-orders]]===&lt;br /&gt;
 Query-Orders (Boolean training operator)&lt;br /&gt;
 	Becomes true when the player had given the specified ship or wing the specified order.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 2 or more arguments...&lt;br /&gt;
 	1:	Name of ship or wing to check if given order to.&lt;br /&gt;
 	2:	Name of order to check if player has given.&lt;br /&gt;
 	3:	Maximum length of time since order was given. Use 0 for any time in the mission.&lt;br /&gt;
 	4:	Name of the target of the order (optional).&lt;br /&gt;
 	5:	Name of player ship giving the order(optional).&lt;br /&gt;
 	6:	Name of the subsystem for Destroy Subsystem orders.(optional)&lt;br /&gt;
===[[reset-orders]]===&lt;br /&gt;
 Reset-Orders (Action training operator)&lt;br /&gt;
 	Resets the list of orders the player has given.&lt;br /&gt;
 Takes no arguments.&lt;br /&gt;
===[[primaries-depleted]]===&lt;br /&gt;
 primaries-depleted&lt;br /&gt;
 	Returns true if ship is out of primary weapons&lt;br /&gt;
 	1: Ship name&lt;br /&gt;
 &lt;br /&gt;
===[[key-reset-multiple]]===&lt;br /&gt;
 Key-reset-multiple (Training operator)&lt;br /&gt;
 	Marks the specified default key as having not been pressed, so key-pressed will be false until the player presses it again.  See key-pressed help for more information about what a default key is.&lt;br /&gt;
 &lt;br /&gt;
 	This sexp, unlike key-reset, will work properly if called multiple times in one event.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 1 or more arguments...&lt;br /&gt;
 	All:	Default key to reset.&lt;br /&gt;
===[[ignore-key]]===&lt;br /&gt;
 ignore-key&lt;br /&gt;
 	Causes the game to ignore (or stop ignoring) a certain key.&lt;br /&gt;
 Takes 2 or more arguments...&lt;br /&gt;
 	1: Number of times to ignore this key (-1 = forever, 0 = stop ignoring). &lt;br /&gt;
 	Rest: Which key(s) to ignore.&lt;br /&gt;
 &lt;br /&gt;
===[[node-targeted]]===&lt;br /&gt;
 Node-Targeted (Boolean training operator)&lt;br /&gt;
 	Is true as long as the player has the specified jump node targeted, or has been targeted for the specified amount of time.&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 1 to 2 arguments (first required, rest optional):&lt;br /&gt;
 	1:	Name of Jump Node to check if targeted by player.&lt;br /&gt;
 	2:	Length of time target should have been kept for (optional).&lt;br /&gt;
===[[missile-locked]]===&lt;br /&gt;
 Missile-locked (Boolean training operator)&lt;br /&gt;
 	Is true as long as the player has had a missile lock for the specified amount of time. Optional arguments require lock to be maintained on a specified ship (or ship&#039;s subsystem).&lt;br /&gt;
 &lt;br /&gt;
 Returns a boolean value.  Takes 1 to 3 arguments (first required, rest optional):&lt;br /&gt;
 	1:	Length of time missile lock should have been kept for.&lt;br /&gt;
 	2:	Name of ship to check if locked onto by player (optional).&lt;br /&gt;
 	3:	Name of subsystem on ship to check if locked onto (optional).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:FRED]]&lt;br /&gt;
[[Category:SCP SEXPs|*]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65763</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65763"/>
		<updated>2024-08-16T15:38:12Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-13|6da7830b7b856a24a7acf853f5d5438f5973c18a}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type does not have a main table like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the particle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
===+Offset:===&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*For effects spawned from ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from particles (as with +Trail effects) or from beams, the X and Y axes will not behave in a sensible fashion! You use them at your own risk.&lt;br /&gt;
*For turret muzzle effects, the X and Y axes will have no effect; only the Z axis will work.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===+Remain local to parent:===&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
==Random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. There are different types of distributions which are explained below.&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This accepts 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution, this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: (500 700)&lt;br /&gt;
	+Number: (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: (10)&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65762</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65762"/>
		<updated>2024-08-16T15:37:53Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-13|6da7830b7b856a24a7acf853f5d5438f5973c18a}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type does not have a main table like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the particle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Offset:===&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*For effects spawned from ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from particles (as with +Trail effects) or from beams, the X and Y axes will not behave in a sensible fashion! You use them at your own risk.&lt;br /&gt;
*For turret muzzle effects, the X and Y axes will have no effect; only the Z axis will work.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===+Remain local to parent:===&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
==Random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. There are different types of distributions which are explained below.&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This accepts 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution, this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: (500 700)&lt;br /&gt;
	+Number: (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: (10)&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65761</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65761"/>
		<updated>2024-08-16T15:37:29Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-13|6da7830b7b856a24a7acf853f5d5438f5973c18a}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type does not have a main table like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the particle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Offset:===&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*For effects spawned from ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from particles (as with +Trail effects) or from beams, the X and Y axes will not behave in a sensible fashion! You use them at your own risk.&lt;br /&gt;
*For turret muzzle effects, the X and Y axes will have no effect; only the Z axis will work.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
===+Remain local to parent:===&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
==Random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. There are different types of distributions which are explained below.&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This accepts 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution, this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: (500 700)&lt;br /&gt;
	+Number: (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: (10)&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65760</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65760"/>
		<updated>2024-08-16T15:22:02Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-7-29|35db8e31c9b3e6faac5ad7ebcd9d3aedd0e508ab}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65759</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65759"/>
		<updated>2024-08-16T15:17:06Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-14|cb75da4de63e6c8bed66319e2edc2784cd495079}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type does not have a main table like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the aprticle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
==Random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. There are different types of distributions which are explained below.&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This accepts 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution, this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: (500 700)&lt;br /&gt;
	+Number: (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: (10)&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65758</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65758"/>
		<updated>2024-08-16T15:15:13Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-14|cb75da4de63e6c8bed66319e2edc2784cd495079}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type does not have a main table like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the aprticle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table240| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table240| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table240| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table240| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
==Random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. There are different types of distributions which are explained below.&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This accepts 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution, this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: (500 700)&lt;br /&gt;
	+Number: (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: (10)&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65757</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=65757"/>
		<updated>2024-08-16T15:13:56Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-14|cb75da4de63e6c8bed66319e2edc2784cd495079}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type does not have a main table like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a uniformly distributed random range, see [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a uniformly distributed random range, see [[#Uniform random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the aprticle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table240| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[#Uniform random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[#Uniform random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[#Uniform random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[#Uniform random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[#Uniform random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
==Random range==&lt;br /&gt;
The particle effect system uses randomization to provide variation to the created particles. This is implemented by letting the mod author specify the values for the random distribution. There are different types of distributions which are explained below.&lt;br /&gt;
&lt;br /&gt;
===Uniform random range===&lt;br /&gt;
*This accepts 1 or 2 values. If one value is used then the random range always returns that value. If two values are specified then a uniformly distributed random value will be picked from the range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values. If only one value is specified then the parentheses are optional.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Normal distribution random range===&lt;br /&gt;
*This accepts 1 or 2 values. This random range generates values according to a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution]. The first value specified the mean value of the distribution. The second value specifies the standard deviation of the distribution, this defaults to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Random values)&#039;&#039;&#039;, a list of floating point values. Either one or two values.&lt;br /&gt;
**Example: &#039;&#039;(4 20)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: (500 700)&lt;br /&gt;
	+Number: (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: (10)&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65756</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65756"/>
		<updated>2024-08-16T15:02:33Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* $Conditional Impact: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-7-1|d14b66456f158758dce19f07222c14e880fd8e94}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65712</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65712"/>
		<updated>2024-07-11T20:31:49Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* $Conditional Impact: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-7-1|d14b66456f158758dce19f07222c14e880fd8e94}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65711</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65711"/>
		<updated>2024-07-11T20:21:20Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-7-1|d14b66456f158758dce19f07222c14e880fd8e94}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65687</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65687"/>
		<updated>2024-05-23T05:23:28Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2023-10-25|bb47531c55b16bc9a965b446aecd431b6a7ef535}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65686</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65686"/>
		<updated>2024-05-23T04:58:28Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2023-10-25|bb47531c55b16bc9a965b446aecd431b6a7ef535}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65679</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65679"/>
		<updated>2024-05-10T17:15:19Z</updated>

		<summary type="html">&lt;p&gt;Kestrellius: /* @Laser Glow Length Scale: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2023-10-25|bb47531c55b16bc9a965b446aecd431b6a7ef535}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Kestrellius</name></author>
	</entry>
</feed>