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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Phreak</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T11:13:26Z</updated>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=42378</id>
		<title>Getting the FreeSpace2: SCP Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=42378"/>
		<updated>2013-04-02T05:05:15Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* Unixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;IMPORTANT NOTES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On March 2008, the SCP team has changed the repository server from  CVS based to SVN based.&lt;br /&gt;
&lt;br /&gt;
Some terms have also changed with the new repository server:&lt;br /&gt;
*&#039;&#039;&#039;The stable branch&#039;&#039;&#039; (old CVS) is now called &#039;&#039;&#039;Trunk&#039;&#039;&#039; (new SVN).&lt;br /&gt;
*&#039;&#039;&#039;HEAD revision&#039;&#039;&#039; (new SVN) is latest version. Do not confuse it with &#039;&#039;&#039;the unstable branch&#039;&#039;&#039;, also called &#039;&#039;&#039;HEAD branch&#039;&#039;&#039;, in old CVS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ported from karajorma&#039;s [http://www.hard-light.net/forums/index.php/topic,52845.0.html thread] on the [http://www.hard-light.net/forums/index.php HLP Forums].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you set things up:&lt;br /&gt;
&lt;br /&gt;
*Go to the [http://tortoisesvn.tigris.org/ Tortoise SVN homepage] and download the latest version.&lt;br /&gt;
*Install it. You&#039;ll probably have to restart your PC afterwards.&lt;br /&gt;
*Make a new folder on your HD where you&#039;d like to install the code. You&#039;ll need a fair bit of space for the code + the intermediate files when building it. Press right mouse and choose SVN Checkout from the list.&lt;br /&gt;
::&#039;&#039;&amp;lt;font color=red&amp;gt;A image from the forum is needed here&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
*An new window will open up. Cut and paste this into the URL of repository box:&amp;lt;br&amp;gt;&#039;&#039;&#039;svn://svn.icculus.org/fs2open/trunk/fs2_open&#039;&#039;&#039;&lt;br /&gt;
*By default the HEAD revision will be selected. You probably don&#039;t want to change this. Your screen should now look like this:&lt;br /&gt;
::&#039;&#039;&amp;lt;font color=red&amp;gt;Another image from the forum is needed here&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
*Press OK to begin downloading from the repository.&lt;br /&gt;
&lt;br /&gt;
It&#039;s pretty easy. It shouldn&#039;t take you more than a minute or two to do once you&#039;ve installed Tortoise.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Mac_Development_Guide#Getting_the_Freespace_2_Open_SCP_source_code|Mac Development Guide]].&lt;br /&gt;
&lt;br /&gt;
== Unixes ==&lt;br /&gt;
&lt;br /&gt;
With a fresh Ubuntu 12.10 (latest) install, you will need to install the following packages.  Other distributions will vary on which packages need to be installed on top of the base install.&lt;br /&gt;
* build-essential&lt;br /&gt;
* subversion&lt;br /&gt;
* autoconf&lt;br /&gt;
* automake&lt;br /&gt;
* libsdl1.2-dev&lt;br /&gt;
* libogg-dev&lt;br /&gt;
* libvorbis-dev&lt;br /&gt;
* libtheora-dev&lt;br /&gt;
* lua5.1&lt;br /&gt;
* liblua5.1-0-dev&lt;br /&gt;
* libjpeg-dev&lt;br /&gt;
&lt;br /&gt;
To checkout the fs2_open repsoitory :&lt;br /&gt;
 svn checkout svn://svn.icculus.org/fs2open/trunk/fs2_open&lt;br /&gt;
&lt;br /&gt;
After checkout, autogen the makefiles&lt;br /&gt;
 cd fs2_open&lt;br /&gt;
 ./autogen.sh&lt;br /&gt;
&lt;br /&gt;
To build a debug build :&lt;br /&gt;
 cd fs2_open&lt;br /&gt;
 ./autogen.sh --enable-debug&lt;br /&gt;
&lt;br /&gt;
To build with custom CFLAGS :&lt;br /&gt;
 cd fs2_open&lt;br /&gt;
 ./autogen.sh &amp;quot;CFLAGS={Your CFLAGS Here}&amp;quot;&lt;br /&gt;
Note that the quotes are required&lt;br /&gt;
&lt;br /&gt;
Building with custom CFLAGS for machine specific binaries (such as -march=native -mtune=native), may be unstable and unsupported.  Use at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After makefile autogen is complete, run &#039;make&#039; to actually build the executable.  Use the -j option to compile faster.  It causes make to use multiple cores instead of 1.&lt;br /&gt;
 make -j 4&lt;br /&gt;
The number after &#039;-j&#039; should be the number of logical processors (physical + hyperthread)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After compiling completes, the executable is placed at $(FSO_BUILD_DIR)/code/fs2_open.M.m.vv (currently 3.6.19)&lt;br /&gt;
&lt;br /&gt;
Copy this file to your fs2_open installation directory (your path will vary).  You may need root permission to copy the file.&lt;br /&gt;
 sudo cp ./code/fs2_open_3.6.19 /usr/share/games/freespace2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=42377</id>
		<title>Getting the FreeSpace2: SCP Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=42377"/>
		<updated>2013-04-02T05:00:36Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* Unixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;IMPORTANT NOTES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On March 2008, the SCP team has changed the repository server from  CVS based to SVN based.&lt;br /&gt;
&lt;br /&gt;
Some terms have also changed with the new repository server:&lt;br /&gt;
*&#039;&#039;&#039;The stable branch&#039;&#039;&#039; (old CVS) is now called &#039;&#039;&#039;Trunk&#039;&#039;&#039; (new SVN).&lt;br /&gt;
*&#039;&#039;&#039;HEAD revision&#039;&#039;&#039; (new SVN) is latest version. Do not confuse it with &#039;&#039;&#039;the unstable branch&#039;&#039;&#039;, also called &#039;&#039;&#039;HEAD branch&#039;&#039;&#039;, in old CVS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ported from karajorma&#039;s [http://www.hard-light.net/forums/index.php/topic,52845.0.html thread] on the [http://www.hard-light.net/forums/index.php HLP Forums].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you set things up:&lt;br /&gt;
&lt;br /&gt;
*Go to the [http://tortoisesvn.tigris.org/ Tortoise SVN homepage] and download the latest version.&lt;br /&gt;
*Install it. You&#039;ll probably have to restart your PC afterwards.&lt;br /&gt;
*Make a new folder on your HD where you&#039;d like to install the code. You&#039;ll need a fair bit of space for the code + the intermediate files when building it. Press right mouse and choose SVN Checkout from the list.&lt;br /&gt;
::&#039;&#039;&amp;lt;font color=red&amp;gt;A image from the forum is needed here&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
*An new window will open up. Cut and paste this into the URL of repository box:&amp;lt;br&amp;gt;&#039;&#039;&#039;svn://svn.icculus.org/fs2open/trunk/fs2_open&#039;&#039;&#039;&lt;br /&gt;
*By default the HEAD revision will be selected. You probably don&#039;t want to change this. Your screen should now look like this:&lt;br /&gt;
::&#039;&#039;&amp;lt;font color=red&amp;gt;Another image from the forum is needed here&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
*Press OK to begin downloading from the repository.&lt;br /&gt;
&lt;br /&gt;
It&#039;s pretty easy. It shouldn&#039;t take you more than a minute or two to do once you&#039;ve installed Tortoise.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Mac_Development_Guide#Getting_the_Freespace_2_Open_SCP_source_code|Mac Development Guide]].&lt;br /&gt;
&lt;br /&gt;
== Unixes ==&lt;br /&gt;
&lt;br /&gt;
With a fresh Ubuntu 12.10 (latest) install, you will need to install the following packages.  Other distributions will vary on which packages need to be installed on top of the base install.&lt;br /&gt;
* build-essential&lt;br /&gt;
* subversion&lt;br /&gt;
* autoconf&lt;br /&gt;
* automake&lt;br /&gt;
* libsdl1.2-dev&lt;br /&gt;
* libogg-dev&lt;br /&gt;
* libvorbis-dev&lt;br /&gt;
* libtheora-dev&lt;br /&gt;
* lua5.1&lt;br /&gt;
* liblua5.1-0-dev&lt;br /&gt;
* libjpeg-dev&lt;br /&gt;
&lt;br /&gt;
To checkout the fs2_open repsoitory :&lt;br /&gt;
 svn checkout svn://svn.icculus.org/fs2open/trunk/fs2_open&lt;br /&gt;
&lt;br /&gt;
After checkout, autogen the makefiles&lt;br /&gt;
 cd fs2_open&lt;br /&gt;
 ./autogen.sh&lt;br /&gt;
&lt;br /&gt;
To build a debug build :&lt;br /&gt;
 cd fs2_open&lt;br /&gt;
 ./autogen.sh --enable-debug&lt;br /&gt;
&lt;br /&gt;
To build with custom CFLAGS :&lt;br /&gt;
 cd fs2_open&lt;br /&gt;
 ./autogen.sh &amp;quot;CFLAGS={Your CFLAGS Here}&amp;quot;&lt;br /&gt;
Note that the quotes are required&lt;br /&gt;
&lt;br /&gt;
Building with custom CFLAGS for machine specific binaries (such as -march=native -mtune=native), may be unstable and unsupported.  Use at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After un &#039;make&#039; with multiple jobs to compile faster&lt;br /&gt;
 make -j 4&lt;br /&gt;
The number after &#039;-j&#039; should be the number of logical processors (physical + hyperthread)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After compiling completes, the executable is placed at $(FSO_BUILD_DIR)/code/fs2_open.M.m.vv (currently 3.6.19)&lt;br /&gt;
&lt;br /&gt;
Copy this file to your fs2_open installation directory (your path will vary).  You may need root permission to copy the file.&lt;br /&gt;
 sudo cp ./code/fs2_open_3.6.19 /usr/share/games/freespace2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=42376</id>
		<title>Getting the FreeSpace2: SCP Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=42376"/>
		<updated>2013-04-02T04:55:48Z</updated>

		<summary type="html">&lt;p&gt;Phreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;IMPORTANT NOTES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On March 2008, the SCP team has changed the repository server from  CVS based to SVN based.&lt;br /&gt;
&lt;br /&gt;
Some terms have also changed with the new repository server:&lt;br /&gt;
*&#039;&#039;&#039;The stable branch&#039;&#039;&#039; (old CVS) is now called &#039;&#039;&#039;Trunk&#039;&#039;&#039; (new SVN).&lt;br /&gt;
*&#039;&#039;&#039;HEAD revision&#039;&#039;&#039; (new SVN) is latest version. Do not confuse it with &#039;&#039;&#039;the unstable branch&#039;&#039;&#039;, also called &#039;&#039;&#039;HEAD branch&#039;&#039;&#039;, in old CVS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ported from karajorma&#039;s [http://www.hard-light.net/forums/index.php/topic,52845.0.html thread] on the [http://www.hard-light.net/forums/index.php HLP Forums].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you set things up:&lt;br /&gt;
&lt;br /&gt;
*Go to the [http://tortoisesvn.tigris.org/ Tortoise SVN homepage] and download the latest version.&lt;br /&gt;
*Install it. You&#039;ll probably have to restart your PC afterwards.&lt;br /&gt;
*Make a new folder on your HD where you&#039;d like to install the code. You&#039;ll need a fair bit of space for the code + the intermediate files when building it. Press right mouse and choose SVN Checkout from the list.&lt;br /&gt;
::&#039;&#039;&amp;lt;font color=red&amp;gt;A image from the forum is needed here&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
*An new window will open up. Cut and paste this into the URL of repository box:&amp;lt;br&amp;gt;&#039;&#039;&#039;svn://svn.icculus.org/fs2open/trunk/fs2_open&#039;&#039;&#039;&lt;br /&gt;
*By default the HEAD revision will be selected. You probably don&#039;t want to change this. Your screen should now look like this:&lt;br /&gt;
::&#039;&#039;&amp;lt;font color=red&amp;gt;Another image from the forum is needed here&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
*Press OK to begin downloading from the repository.&lt;br /&gt;
&lt;br /&gt;
It&#039;s pretty easy. It shouldn&#039;t take you more than a minute or two to do once you&#039;ve installed Tortoise.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Mac_Development_Guide#Getting_the_Freespace_2_Open_SCP_source_code|Mac Development Guide]].&lt;br /&gt;
&lt;br /&gt;
== Unixes ==&lt;br /&gt;
&lt;br /&gt;
Into your console, type the following : &lt;br /&gt;
 svn checkout svn://svn.icculus.org/fs2open/trunk/fs2_open&lt;br /&gt;
&lt;br /&gt;
With a fresh Ubuntu 12.10 (latest) install, you will need to install the following packages.  Other distributions will vary on which packages need to be installed on top of the base install.&lt;br /&gt;
* build-essential&lt;br /&gt;
* subversion&lt;br /&gt;
* autoconf&lt;br /&gt;
* automake&lt;br /&gt;
* libsdl1.2-dev&lt;br /&gt;
* libogg-dev&lt;br /&gt;
* libvorbis-dev&lt;br /&gt;
* libtheora-dev&lt;br /&gt;
* lua5.1&lt;br /&gt;
* liblua5.1-0-dev&lt;br /&gt;
* libjpeg-dev&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a debug build :&lt;br /&gt;
 ./autogen.sh --enable-debug&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build with custom CFLAGS :&lt;br /&gt;
 ./autogen.sh &amp;quot;CFLAGS={Your CFLAGS Here}&amp;quot;&lt;br /&gt;
Note that the quotes are required&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Building with custom CFLAGS for machine specific binaries (such as -march=native -mtune=native), may be unstable and unsupported.  Use at your own risk.&lt;br /&gt;
&lt;br /&gt;
Run &#039;make&#039; with multiple jobs to compile faster&lt;br /&gt;
 make -j 4&lt;br /&gt;
The number after &#039;-j&#039; should be the number of logical processors (physical + hyperthread)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After compiling completes, the executable is placed at $(FSO_BUILD_DIR)/code/fs2_open.M.m.vv (currently 3.6.19)&lt;br /&gt;
&lt;br /&gt;
Copy this file to your fs2_open installation directory (your path will vary)&lt;br /&gt;
 sudo cp ./code/fs2_open_3.6.19 /usr/share/games/freespace2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=42375</id>
		<title>Getting the FreeSpace2: SCP Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=42375"/>
		<updated>2013-04-02T04:46:34Z</updated>

		<summary type="html">&lt;p&gt;Phreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;IMPORTANT NOTES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On March 2008, the SCP team has changed the repository server from  CVS based to SVN based.&lt;br /&gt;
&lt;br /&gt;
Some terms have also changed with the new repository server:&lt;br /&gt;
*&#039;&#039;&#039;The stable branch&#039;&#039;&#039; (old CVS) is now called &#039;&#039;&#039;Trunk&#039;&#039;&#039; (new SVN).&lt;br /&gt;
*&#039;&#039;&#039;HEAD revision&#039;&#039;&#039; (new SVN) is latest version. Do not confuse it with &#039;&#039;&#039;the unstable branch&#039;&#039;&#039;, also called &#039;&#039;&#039;HEAD branch&#039;&#039;&#039;, in old CVS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ported from karajorma&#039;s [http://www.hard-light.net/forums/index.php/topic,52845.0.html thread] on the [http://www.hard-light.net/forums/index.php HLP Forums].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you set things up:&lt;br /&gt;
&lt;br /&gt;
*Go to the [http://tortoisesvn.tigris.org/ Tortoise SVN homepage] and download the latest version.&lt;br /&gt;
*Install it. You&#039;ll probably have to restart your PC afterwards.&lt;br /&gt;
*Make a new folder on your HD where you&#039;d like to install the code. You&#039;ll need a fair bit of space for the code + the intermediate files when building it. Press right mouse and choose SVN Checkout from the list.&lt;br /&gt;
::&#039;&#039;&amp;lt;font color=red&amp;gt;A image from the forum is needed here&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
*An new window will open up. Cut and paste this into the URL of repository box:&amp;lt;br&amp;gt;&#039;&#039;&#039;svn://svn.icculus.org/fs2open/trunk/fs2_open&#039;&#039;&#039;&lt;br /&gt;
*By default the HEAD revision will be selected. You probably don&#039;t want to change this. Your screen should now look like this:&lt;br /&gt;
::&#039;&#039;&amp;lt;font color=red&amp;gt;Another image from the forum is needed here&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
*Press OK to begin downloading from the repository.&lt;br /&gt;
&lt;br /&gt;
It&#039;s pretty easy. It shouldn&#039;t take you more than a minute or two to do once you&#039;ve installed Tortoise.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Mac_Development_Guide#Getting_the_Freespace_2_Open_SCP_source_code|Mac Development Guide]].&lt;br /&gt;
&lt;br /&gt;
== Unixes ==&lt;br /&gt;
&lt;br /&gt;
Into your console, type the following : &lt;br /&gt;
 svn checkout svn://svn.icculus.org/fs2open/trunk/fs2_open&lt;br /&gt;
&lt;br /&gt;
With a fresh Ubuntu 12.10 (latest) install, you will need to install the following packages&lt;br /&gt;
* build-essential&lt;br /&gt;
* subversion&lt;br /&gt;
* autoconf&lt;br /&gt;
* automake&lt;br /&gt;
* libsdl1.2-dev&lt;br /&gt;
* libogg-dev&lt;br /&gt;
* libvorbis-dev&lt;br /&gt;
* libtheora-dev&lt;br /&gt;
* lua5.1&lt;br /&gt;
* liblua5.1-0-dev&lt;br /&gt;
* libjpeg-dev&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a debug build :&lt;br /&gt;
 ./autogen.sh --enable-debug&lt;br /&gt;
&lt;br /&gt;
To build with custom CFLAGS :&lt;br /&gt;
 ./autogen.sh &amp;quot;CFLAGS={Your CFLAGS Here}&amp;quot;&lt;br /&gt;
Note that the quotes are required&lt;br /&gt;
&lt;br /&gt;
Building with custom CFLAGS for machine specific binaries (such as -march=native -mtune=native), may be unstable and unsupported.  Use at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Procyon_Insurgency&amp;diff=15757</id>
		<title>Procyon Insurgency</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Procyon_Insurgency&amp;diff=15757"/>
		<updated>2008-03-29T05:10:06Z</updated>

		<summary type="html">&lt;p&gt;Phreak: Redirecting to The Procyon Insurgency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Procyon_Insurgency]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=9715</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=9715"/>
		<updated>2007-05-30T20:56:39Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* freddocs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
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==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... Freespace2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have Freespace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, Freespace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within Freespace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like vpmage, is needed to build them.&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp: Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&lt;br /&gt;
#*smarty_fs2.vp: [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp: Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp: Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp: [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp: 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp: 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp: 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp: [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[%2A.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Star.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is where the help files for FRED are stored.  Since the help files are viewed in a web browser, they were not able to be stored in the VP files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; *.html, *.gif, *.jpg, *.png.&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d launcher flag]]. With this flag, only primary weapon animations are needed in &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. Even, some mods need a compulsory use of this flag.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. It&#039;s support is not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**[[FS2_Data_Structure#training|training]] &amp;lt;font color=cyan&amp;gt;?????????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;?????????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=9714</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=9714"/>
		<updated>2007-05-30T20:54:33Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* demos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... Freespace2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have Freespace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, Freespace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within Freespace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like vpmage, is needed to build them.&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp: Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&lt;br /&gt;
#*smarty_fs2.vp: [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp: Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp: Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp: [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp: 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp: 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp: 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp: [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[%2A.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Star.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d launcher flag]]. With this flag, only primary weapon animations are needed in &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. Even, some mods need a compulsory use of this flag.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. It&#039;s support is not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**[[FS2_Data_Structure#training|training]] &amp;lt;font color=cyan&amp;gt;?????????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;?????????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_Code_Project&amp;diff=9713</id>
		<title>Source Code Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Source_Code_Project&amp;diff=9713"/>
		<updated>2007-05-30T20:47:48Z</updated>

		<summary type="html">&lt;p&gt;Phreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With all the snazzy new games and flashy graphics popping up in the gaming market, and you&#039;ve gotten jealous. Because, as everyone knows, there is no Freespace 3, and there never will be. So now you&#039;re stuck in your parents&#039; basement, with only your vintage 1998 Space Sim of the Year to keep you company.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there&#039;s light at the end of the tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Brief History Lesson ==&lt;br /&gt;
&lt;br /&gt;
In 2002, Dave Baranec (one of the individuals who worked on Freespace 2), released the Freespace 2 source on the now-defunct [http://www.volitionwatch.com/ Volition Watch]. &lt;br /&gt;
&lt;br /&gt;
Although the code was missing major components (such as the PXO multiplayer code and the ability to play movies), new features, such as glowpoints, were quickly added. Ship class limits were bumped, causing Freespace 2 modders around the world to rejoice. &lt;br /&gt;
&lt;br /&gt;
The individual programmers who were making enhancements to the original code soon organized themselves into the Freespace Source Code Project (FSSCP) and kept on working. Glow mapping, shine mapping, DirectX 8.0 support, a new multiplayer network system and dozens of new SEXPs have followed over the years.&lt;br /&gt;
&amp;lt;!-- Maybe compile a time ordered list of additions and upgrades to the code and link it here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== But I Just Want to Play! ==&lt;br /&gt;
If that&#039;s the case, head back to the &amp;lt;u&amp;gt;[[Getting Started(Main)]]&amp;lt;/u&amp;gt; Guide. &lt;br /&gt;
&lt;br /&gt;
If you would like to know more about the project, and what it means for you as a Freespace fan, or how you can contribute, then please read on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== An Brief Introduction to the FSSCP ==&lt;br /&gt;
The FSSCP is headed up by [http://www.hard-light.net/forums/index.php?action=profile;u=561 Goober5000] and [http://www.hard-light.net/forums/index.php?action=profile;u=1252 Taylor], with help from the original project coordinator, [http://www.hard-light.net/forums/index.php?action=profile;u=122 Inquisitor]. &lt;br /&gt;
&lt;br /&gt;
As project leaders they keep the team organized and working towards set goals. They will request a &#039;code freeze&#039; before a major release, when programmers aren&#039;t supposed to add new features, and instead focus on cleaning up existing bugs. When the team is not preparing for a release, individual programmers are given a lot of leeway in what they can work on.&lt;br /&gt;
&lt;br /&gt;
[[The Freespace Source Code Project|Learn more about the FSSCP Team]]. &amp;lt;!-- A current break down --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What Does all of This Mean for You? == &lt;br /&gt;
No only do you get to experience all of the visual and gameplay enhancements that have been added thanks to the FSSCP, but there is an entire community and tools at your fingertips to create your own missions, campaigns, and stand alone games. The FSSCP allows mod development teams, campaign builders, and individual mission makers to add features that will enhance their work. The whole community benefits from being able to use all of the new features that are implemented to improve past, present, and future work.&lt;br /&gt;
&lt;br /&gt;
Established projects that need features and who are involved in the community will usually have their requested features added first, but if you have any great ideas, please post them in the [http://www.hard-light.net/forums/index.php/board,50.0.html FSSCP Forum] on the [http://www.hard-light.net/forums/ Hard-Light Productions Forums] (Be sure to do a search first so you&#039;re not reposting ideas).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How you can Help out ==&lt;br /&gt;
While the developers are hard at work implementing new features, a critical area that you can help in is reporting bugs and helping coders to track them down. The place to do all of this bug tracking is using [http://scp.indiegames.us/mantis Mantis], the bug-reporting tool currently used by the FSSCP team. To learn more, please check out the article covering &amp;lt;u&amp;gt;[[Bug Reporting]]&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;And Most importantly, get involved in the community that shares a mutual obsession with everything Freespace!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Links ==&lt;br /&gt;
[http://scp.indiegames.us The Official Freespace 2 Source Code Project Website]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
I know you worked on this article initially WMCoolmon, but I think as documentation it is &amp;quot;presenter&amp;quot; neutral? This info should go in another section as well.&lt;br /&gt;
&lt;br /&gt;
Finally, there&#039;s me (WMCoolmon). I occassionally release new versions of the [[MediaVp]], which is a collection of better-quality textures and effects for Freespace 2. If you&#039;ve created a high-res or high-poly version of a texture or ship in Freespace 2, tell me so I can include it in future releases. MediaVP development is seperate fro mteh SCP proper, but intimately related in that it shows off some of the cooler features the team has implemented.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- These sections should not be in this article commenting out until they are placed/edited&lt;br /&gt;
&lt;br /&gt;
== So, what do I want to get then? ==&lt;br /&gt;
There are three basic things you&#039;ll need or want to get FS2_Open running.&lt;br /&gt;
&lt;br /&gt;
*One, the EXE itself; this is what makes all the nifty graphics enhancements and such possible. By default, however, it&#039;ll look pretty much like Freespace 2 (although it may play faster &#039;&#039;or&#039;&#039; slower).&lt;br /&gt;
&lt;br /&gt;
*Two, the Launcher. This program does the actual setup of the settings and lets you turn on and off the various improvements. It&#039;s basically an enhanced version of the original Launcher that came with Freespace 2. (Although it is not based on the original)&lt;br /&gt;
&lt;br /&gt;
*Three, mv_core from the [[MediaVP]]. This isn&#039;t necessary to get FS2_Open running, although some things won&#039;t work properly if it&#039;s not installed. There are other mediaVPs, too, which add better textures, effects, and ship models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What problems can I expect to run into? ==&lt;br /&gt;
If you&#039;re using an old system, you may find that fs2_open runs slowly (Or not at all). Are you still stuck? Somewhat. You won&#039;t have a lot of the new, snazzy graphifc effects, but you can use [http://dynamic4.gamespy.com/~freespace/forums/showthread.php?threadid=27037 tom&#039;s build]. This build uses the old Freespace 2 graphics engine, but adds some of the new non-graphics improvements. Mostly, it&#039;ll let you play online using the new [[Fs2NetD]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Is fs2_open buggy? ===&lt;br /&gt;
fs2_open itself is not buggy. FRED2_Open, however, is. Rumor has it that there are still some Volition coders trapped in the FRED2 code, it&#039;s so messy. A multi-platform, and reliable, version of FRED is in the works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I play multiplayer!? ===&lt;br /&gt;
Register at the [http://www.burbworld.com/fs2netd/register.php Fs2NetD site]. Then, in Freespace 2, enter your account username and password into the options screen (Just like you would for PXO). Then, create a multiplayer pilot and try to start a Multiplayer game. Keep in mind that if you don&#039;t have mv_core installed or a valid .cfg file, you won&#039;t be able to connect. Also, if you&#039;ve got any mods installed (and aren&#039;t using the mod-switching feature) you&#039;ll be booted when you try to connect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help! I found a bug! What do I do!? ==&lt;br /&gt;
First: make sure it&#039;s a new bug. Go to the [http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?forumid=50 FSSCP Forum] and type in some relevant phrase in the search box in the lower right of the page. For example, &amp;quot;Joystick not working&amp;quot;. Look for any threads that seem like they might have something to do with the problem.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t find any threads about the problem, check [http://mgo.maxgaming.net/mantis/main_page.php Mantis]. If you don&#039;t feel like registering, use the account:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Username:&amp;lt;/b&amp;gt; &amp;lt;tt&amp;gt;SCPGuest&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Password:&amp;lt;/b&amp;gt; &amp;lt;tt&amp;gt;password&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, post a thread about it in the FSSCP forum or report it using Mantis. Of course, you could do this first, but you risk annoying people by re-asking about a bug that&#039;s been asked about before.&lt;br /&gt;
&lt;br /&gt;
An example of this is the warp-failure bug in 3.6. It turned out that in Very Easy difficulty mode, you would never be able to warp out of a mission. This bug was quickly corrected and a notice (along with a link to the corrected build) added to the top of the 3.6 release thread, but threads continually cropped up about it (sometimes more than one a day.) Needless to say, people got VERY tired of replying to threads asking about it.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Phreak&amp;diff=9712</id>
		<title>User:Phreak</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Phreak&amp;diff=9712"/>
		<updated>2007-05-30T20:44:10Z</updated>

		<summary type="html">&lt;p&gt;Phreak: New page: I am phreak.  I have been working on The Freespace Source Code Project since June 2002.&amp;lt;br/&amp;gt; My email is: phreakscp@gmail.com&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am phreak.  I have been working on [[FSSCP_Introduction|The Freespace Source Code Project]] since June 2002.&amp;lt;br/&amp;gt;&lt;br /&gt;
My email is: phreakscp@gmail.com&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:FreeSpace_3&amp;diff=9711</id>
		<title>Talk:FreeSpace 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:FreeSpace_3&amp;diff=9711"/>
		<updated>2007-05-30T20:41:35Z</updated>

		<summary type="html">&lt;p&gt;Phreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone have any hard facts about the current situation? I re-wrote the article some, and entered all the verifiable information I could dig up, but this seems to be it. Is it? Is someone out there withholding info about the license, the franchise, the current situation or whatnot? If so, spill you guts, ok? --[[User:Selectah|Selectah]] 09:13, 16 December 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
Any reason why there is a link to the BC3K Downloads page on Gamespot&lt;br /&gt;
--[[User:phreak|phreak]] 16:32, 30 May 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Maxim&amp;diff=6403</id>
		<title>Maxim</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Maxim&amp;diff=6403"/>
		<updated>2006-06-23T02:12:38Z</updated>

		<summary type="html">&lt;p&gt;Phreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[GTW_Maxim]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Aeolus&amp;diff=6402</id>
		<title>Aeolus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Aeolus&amp;diff=6402"/>
		<updated>2006-06-23T02:11:25Z</updated>

		<summary type="html">&lt;p&gt;Phreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[GTC_Aeolus]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Myrmidon&amp;diff=6401</id>
		<title>Myrmidon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Myrmidon&amp;diff=6401"/>
		<updated>2006-06-23T02:09:10Z</updated>

		<summary type="html">&lt;p&gt;Phreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[GTF_Myrmidon]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=3190</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=3190"/>
		<updated>2006-04-14T22:25:12Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* $Tag: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
*Retail options will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*SCP options are marked with red color&lt;br /&gt;
**Most of the entries in ships.tbl are optional&lt;br /&gt;
&amp;lt;/font&amp;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;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
====$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. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
&amp;lt;/font &amp;gt;&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.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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.&lt;br /&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;
&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;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&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.&lt;br /&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;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon. As of the moment - not totally functional&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: ???&lt;br /&gt;
&amp;lt;/font &amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Filename.pof&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$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;. Also $Mass is used to calculate intencity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Damage Type:====&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. REQUIRES ADDITIONAL TABLE.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, of the damage type as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
*Defines how the shockwave is rotated.&lt;br /&gt;
*Syntax:&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for 3D shockwaves.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Name.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
*Defines the name of the animation used for the shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
*Defines the minimum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
*Defines the maximum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. &amp;lt;font color=red&amp;gt;Has been enabled also to aspect seekers. &amp;lt;/font&amp;gt;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels)&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seeker strength)&lt;br /&gt;
&amp;lt;/font&amp;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 singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Model:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (missiles per s)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
*Same as Impact explosion but for Dinky explosions&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Muzzleflash name&#039;&#039;, as defined in mflash.tbl&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (radians per second)&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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 subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;Value&#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;
====$Spawn Angle:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Value&#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;Value&#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;Value&#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;Value&#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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
***Default: 300&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&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;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Filename&#039;&#039;&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;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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 t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&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;Value&#039;&#039;, (from 0 - firing point to 1 - no effect)&lt;br /&gt;
***Default: 1&lt;br /&gt;
&amp;lt;/font&amp;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;
**&#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;
***Syntax: &#039;&#039;Value&#039;&#039;, (index number legal values are from 0 to 5)&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#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;Filename&#039;&#039;&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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;Value&#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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; &amp;lt;font color=red&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&lt;br /&gt;
***Defines the beam texture tileing factor. Second number defines the tileing 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;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines a particle spew effect for the given weapon&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&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in millseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;
**Syntax: &#039;&#039;Value&#039;&#039;&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;Filename&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
*Syntax: &#039;&#039;TAG level&#039;&#039; &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (number of shots)&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Transparent:====&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 strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&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;
===&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;
&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;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&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;
===&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.&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;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&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;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&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;
===&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;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon&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;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
*Defines the weapon as a countermeasure&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Weapon can only be fired at tagged targets&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Disables beam whacking. Practically same as setting beam mass to zero.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapon to alternate between firingpoints&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
*Prevents light from being applied to the weapon model.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, usually Type One&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meter per second)&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, refers to sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;, usually cmeasure01.pof&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;&amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot;&#039;&#039;)&lt;br /&gt;
*Example:&lt;br /&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;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&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;
   #End&lt;br /&gt;
   #Secondary Weapons&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;
   #End&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;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=2171</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=2171"/>
		<updated>2006-01-19T05:57:28Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* Weapon Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
*Retail options will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*SCP options are marked with red color&lt;br /&gt;
**Most of the entries in ships.tbl are optional&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Format===&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$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;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
&amp;lt;/font &amp;gt;&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.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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.&lt;br /&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;
&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;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&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.&lt;br /&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;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon. As of the moment - not totally functional&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: ???&lt;br /&gt;
&amp;lt;/font &amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Filename.pof&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$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;. Also $Mass is used to calculate intencity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Damage Type:====&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. REQUIRES ADDITIONAL TABLE.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, of the damage type as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
*Defines how the shockwave is rotated.&lt;br /&gt;
*Syntax:&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for 3D shockwaves.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Name.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
*Defines the name of the animation used for the shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
*Defines the minimum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
*Defines the maximum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. &amp;lt;font color=red&amp;gt;Has been enabled also to aspect seekers. &amp;lt;/font&amp;gt;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels)&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seeker strength)&lt;br /&gt;
&amp;lt;/font&amp;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 singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
***Default: 150&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Model:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (missiles per s)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
*Same as Impact explosion but for Dinky explosions&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Muzzleflash name&#039;&#039;, as defined in mflash.tbl&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (radians per second)&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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 subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;Value&#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;
====$Spawn Angle:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Value&#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;Value&#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;Value&#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;Value&#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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
***Default: 300&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&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;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Filename&#039;&#039;&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;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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 t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&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;Value&#039;&#039;, (from 0 - firing point to 1 - no effect)&lt;br /&gt;
***Default: 1&lt;br /&gt;
&amp;lt;/font&amp;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;
**&#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;
***Syntax: &#039;&#039;Value&#039;&#039;, (index number legal values are from 0 to 5)&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#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;Filename&#039;&#039;&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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;Value&#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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; &amp;lt;font color=red&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&lt;br /&gt;
***Defines the beam texture tileing factor. Second number defines the tileing 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;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines a particle spew effect for the given weapon&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&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in millseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;
**Syntax: &#039;&#039;Value&#039;&#039;&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;Filename&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*Syntax: &#039;&#039;TAG level&#039;&#039; &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (number of shots)&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;Value&#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;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&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;
===&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;
&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;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&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;
===&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.&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;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&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;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&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;
===&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;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon&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;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
*Defines the weapon as a countermeasure&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Weapon can only be fired at tagged targets&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Disables beam whacking. Practically same as setting beam mass to zero.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapon to alternate between firingpoints&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, usually Type One&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meter per second)&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&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;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, refers to sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;, usually cmeasure01.pof&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;&amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot;&#039;&#039;)&lt;br /&gt;
*Example:&lt;br /&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;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&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;
   #End&lt;br /&gt;
   #Secondary Weapons&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;
   #End&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;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1843</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1843"/>
		<updated>2006-01-19T05:55:26Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* &amp;quot;Electronics&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
*Retail options will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*SCP options are marked with red color&lt;br /&gt;
**Most of the entries in ships.tbl are optional&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Format===&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$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;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
&amp;lt;/font &amp;gt;&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.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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.&lt;br /&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;
&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;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&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.&lt;br /&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;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon. As of the moment - not totally functional&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: ???&lt;br /&gt;
&amp;lt;/font &amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Filename.pof&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$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;. Also $Mass is used to calculate intencity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Damage Type:====&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. REQUIRES ADDITIONAL TABLE.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, of the damage type as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
*Defines how the shockwave is rotated.&lt;br /&gt;
*Syntax:&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for 3D shockwaves.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Name.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
*Defines the name of the animation used for the shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
*Defines the minimum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
*Defines the maximum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. &amp;lt;font color=red&amp;gt;Has been enabled also to aspect seekers. &amp;lt;/font&amp;gt;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels)&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seeker strength)&lt;br /&gt;
&amp;lt;/font&amp;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 singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
***Default: 150&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Model:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (missiles per s)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
*Same as Impact explosion but for Dinky explosions&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Muzzleflash name&#039;&#039;, as defined in mflash.tbl&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (radians per second)&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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 subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;Value&#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;
====$Spawn Angle:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Value&#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;Value&#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;Value&#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;Value&#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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
***Default: 300&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&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;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Filename&#039;&#039;&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;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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 t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&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;Value&#039;&#039;, (from 0 - firing point to 1 - no effect)&lt;br /&gt;
***Default: 1&lt;br /&gt;
&amp;lt;/font&amp;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;
**&#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;
***Syntax: &#039;&#039;Value&#039;&#039;, (index number legal values are from 0 to 5)&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#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;Filename&#039;&#039;&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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;Value&#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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; &amp;lt;font color=red&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&lt;br /&gt;
***Defines the beam texture tileing factor. Second number defines the tileing 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;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines a particle spew effect for the given weapon&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&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in millseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;
**Syntax: &#039;&#039;Value&#039;&#039;&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;Filename&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*Syntax: &#039;&#039;TAG level&#039;&#039; &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (number of shots)&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;Value&#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;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&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;
===&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;
&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;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&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;
===&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&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;
===&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;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&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;
===&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;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon&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;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
*Defines the weapon as a countermeasure&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Weapon can only be fired at tagged targets&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Disables beam whacking. Practically same as setting beam mass to zero.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapon to alternate between firingpoints&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, usually Type One&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meter per second)&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&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;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, refers to sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;, usually cmeasure01.pof&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;&amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot;&#039;&#039;)&lt;br /&gt;
*Example:&lt;br /&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;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&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;
   #End&lt;br /&gt;
   #Secondary Weapons&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;
   #End&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;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1842</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1842"/>
		<updated>2006-01-19T05:54:28Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* $Homing: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
*Retail options will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*SCP options are marked with red color&lt;br /&gt;
**Most of the entries in ships.tbl are optional&lt;br /&gt;
&amp;lt;/font&amp;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;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
====$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. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
&amp;lt;/font &amp;gt;&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.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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.&lt;br /&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;
&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;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&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.&lt;br /&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;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon. As of the moment - not totally functional&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: ???&lt;br /&gt;
&amp;lt;/font &amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Filename.pof&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$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;. Also $Mass is used to calculate intencity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Damage Type:====&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. REQUIRES ADDITIONAL TABLE.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, of the damage type as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
*Defines how the shockwave is rotated.&lt;br /&gt;
*Syntax:&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for 3D shockwaves.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Name.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
*Defines the name of the animation used for the shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
*Defines the minimum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
*Defines the maximum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. &amp;lt;font color=red&amp;gt;Has been enabled also to aspect seekers. &amp;lt;/font&amp;gt;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels)&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seeker strength)&lt;br /&gt;
&amp;lt;/font&amp;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 singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
***Default: 150&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Model:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (missiles per s)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
*Same as Impact explosion but for Dinky explosions&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Muzzleflash name&#039;&#039;, as defined in mflash.tbl&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (radians per second)&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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 subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;Value&#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;
====$Spawn Angle:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Value&#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;Value&#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;Value&#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;Value&#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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
***Default: 300&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&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;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Filename&#039;&#039;&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;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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 t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&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;Value&#039;&#039;, (from 0 - firing point to 1 - no effect)&lt;br /&gt;
***Default: 1&lt;br /&gt;
&amp;lt;/font&amp;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;
**&#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;
***Syntax: &#039;&#039;Value&#039;&#039;, (index number legal values are from 0 to 5)&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#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;Filename&#039;&#039;&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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;Value&#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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; &amp;lt;font color=red&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&lt;br /&gt;
***Defines the beam texture tileing factor. Second number defines the tileing 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;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines a particle spew effect for the given weapon&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&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in millseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;
**Syntax: &#039;&#039;Value&#039;&#039;&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;Filename&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*Syntax: &#039;&#039;TAG level&#039;&#039; &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (number of shots)&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;Value&#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;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&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 of cruiser class or below for a short period of time&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;
&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;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&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;
===&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&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;
===&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;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&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;
===&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;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon&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;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
*Defines the weapon as a countermeasure&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Weapon can only be fired at tagged targets&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Disables beam whacking. Practically same as setting beam mass to zero.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapon to alternate between firingpoints&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, usually Type One&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meter per second)&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&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;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, refers to sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;, usually cmeasure01.pof&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;&amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot;&#039;&#039;)&lt;br /&gt;
*Example:&lt;br /&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;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&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;
   #End&lt;br /&gt;
   #Secondary Weapons&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;
   #End&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;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1841</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1841"/>
		<updated>2006-01-19T05:53:45Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* $Electronics: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
*Retail options will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*SCP options are marked with red color&lt;br /&gt;
**Most of the entries in ships.tbl are optional&lt;br /&gt;
&amp;lt;/font&amp;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;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
====$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. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
&amp;lt;/font &amp;gt;&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.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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.&lt;br /&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;
&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;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&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.&lt;br /&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;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon. As of the moment - not totally functional&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: ???&lt;br /&gt;
&amp;lt;/font &amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Filename.pof&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$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;. Also $Mass is used to calculate intencity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Damage Type:====&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. REQUIRES ADDITIONAL TABLE.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, of the damage type as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
*Defines how the shockwave is rotated.&lt;br /&gt;
*Syntax:&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for 3D shockwaves.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Name.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
*Defines the name of the animation used for the shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
*Defines the minimum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
*Defines the maximum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. &amp;lt;font color=red&amp;gt;Has been enabled also to aspect seekers. &amp;lt;/font&amp;gt;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels)&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strenght:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seeker strenght)&lt;br /&gt;
&amp;lt;/font&amp;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 singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
***Default: 150&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Model:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (missiles per s)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
*Same as Impact explosion but for Dinky explosions&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Muzzleflash name&#039;&#039;, as defined in mflash.tbl&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (radians per second)&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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 subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;Value&#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;
====$Spawn Angle:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Value&#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;Value&#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;Value&#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;Value&#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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
***Default: 300&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&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;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Filename&#039;&#039;&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;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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 t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&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;Value&#039;&#039;, (from 0 - firing point to 1 - no effect)&lt;br /&gt;
***Default: 1&lt;br /&gt;
&amp;lt;/font&amp;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;
**&#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;
***Syntax: &#039;&#039;Value&#039;&#039;, (index number legal values are from 0 to 5)&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#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;Filename&#039;&#039;&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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;Value&#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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; &amp;lt;font color=red&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&lt;br /&gt;
***Defines the beam texture tileing factor. Second number defines the tileing 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;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines a particle spew effect for the given weapon&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&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in millseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;
**Syntax: &#039;&#039;Value&#039;&#039;&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;Filename&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*Syntax: &#039;&#039;TAG level&#039;&#039; &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (number of shots)&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;Value&#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;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&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 of cruiser class or below for a short period of time&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;
&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;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&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;
===&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&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;
===&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;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&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;
===&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;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon&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;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
*Defines the weapon as a countermeasure&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Weapon can only be fired at tagged targets&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Disables beam whacking. Practically same as setting beam mass to zero.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapon to alternate between firingpoints&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, usually Type One&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meter per second)&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&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;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, refers to sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;, usually cmeasure01.pof&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;&amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot;&#039;&#039;)&lt;br /&gt;
*Example:&lt;br /&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;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&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;
   #End&lt;br /&gt;
   #Secondary Weapons&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;
   #End&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;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1840</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=1840"/>
		<updated>2006-01-19T05:49:41Z</updated>

		<summary type="html">&lt;p&gt;Phreak: /* $Spawn Angle: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
*Retail options will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*SCP options are marked with red color&lt;br /&gt;
**Most of the entries in ships.tbl are optional&lt;br /&gt;
&amp;lt;/font&amp;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;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
====$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. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
&amp;lt;/font &amp;gt;&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.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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.&lt;br /&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;
&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;&amp;quot;Title&amp;quot;&#039;&#039;, -1)&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;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&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.&lt;br /&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;
   $end_multi_text&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon. As of the moment - not totally functional&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: ???&lt;br /&gt;
&amp;lt;/font &amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Filename.pof&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (1/10 of a meters)&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters ?)&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (meters ?)&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$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;. Also $Mass is used to calculate intencity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Damage Type:====&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. REQUIRES ADDITIONAL TABLE.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, of the damage type as defined in armor.tbl&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
*Defines how the shockwave is rotated.&lt;br /&gt;
*Syntax:&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for 3D shockwaves.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Name.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
*Defines the name of the animation used for the shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage multiplier)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
*Defines the minimum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
*Defines the maximum lifetime of the weapon (countermeasure)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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 targetting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. &amp;lt;font color=red&amp;gt;Has been enabled also to aspect seekers. &amp;lt;/font&amp;gt;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels per second)&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (pixels)&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strenght:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seeker strenght)&lt;br /&gt;
&amp;lt;/font&amp;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 singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
***Default: 150&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, identification number of the sound as defined in sounds.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, name or identification number of the sound as defined in sounds.tbl, usually -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Model:====&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;Filename.pof&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (missiles per s)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.??&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039; or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
*Same as Impact explosion but for Dinky explosions&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$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;Muzzleflash name&#039;&#039;, as defined in mflash.tbl&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (radians per second)&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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&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. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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 subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
&lt;br /&gt;
====$Spawn Angle:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Value&#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;Value&#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;Value&#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;Value&#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;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (cm type effectiveness)&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
***Default: 300&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, only values from 0 to 4 are legal&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;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Filename&#039;&#039;&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;Value Value Value Value Value&#039;&#039;, Very Easy, Easy, Moderate, Hard, Very Hard 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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;Value&#039;&#039;, 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 t create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&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;Value&#039;&#039;, (from 0 - firing point to 1 - no effect)&lt;br /&gt;
***Default: 1&lt;br /&gt;
&amp;lt;/font&amp;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;
**&#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;
***Syntax: &#039;&#039;Value&#039;&#039;, (index number legal values are from 0 to 5)&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of the section&lt;br /&gt;
***Syntax: &#039;&#039;Value&#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;Filename&#039;&#039;&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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;
***Syntax: &#039;&#039;Value Value Value Value&#039;&#039;, (Red, Green, Blue, and 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;Value&#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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039; &amp;lt;font color=red&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&lt;br /&gt;
***Defines the beam texture tileing factor. Second number defines the tileing 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;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
***Implemented before FS_Open 3.6.5&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.&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines a particle spew effect for the given weapon&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&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in millseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;Value&#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;Value&#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;Value&#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;Value&#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;
**Syntax: &#039;&#039;Value&#039;&#039;&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;Filename&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*Syntax: &#039;&#039;TAG level&#039;&#039; &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$SSM:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (number of shots)&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
*Implemented before FS_Open 3.6.5&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;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&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;Value&#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;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&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 of cruiser class or below for a short period of time&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;
&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;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&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;
===&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&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;
===&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;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&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;
===&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;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon&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;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]&lt;br /&gt;
&amp;lt;/font&amp;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;
===&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;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
*Defines the weapon as a countermeasure&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Weapon can only be fired at tagged targets&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Disables beam whacking. Practically same as setting beam mass to zero.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes weapon to alternate between firingpoints&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, usually Type One&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meter per second)&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&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;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, refers to sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;, usually cmeasure01.pof&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;&amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot;&#039;&#039;)&lt;br /&gt;
*Example:&lt;br /&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;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&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;
   #End&lt;br /&gt;
   #Secondary Weapons&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;
   #End&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;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bug_Reporting&amp;diff=4119</id>
		<title>Bug Reporting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bug_Reporting&amp;diff=4119"/>
		<updated>2006-01-05T02:17:58Z</updated>

		<summary type="html">&lt;p&gt;Phreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Places to ask about or report bugs ==&lt;br /&gt;
&lt;br /&gt;
[http://lore.maxgaming.net/~scp/mantis/main_page.php Mantis bug reporting system]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.hard-light.net/smf/index.php/board,11.0.html FSSCP Forums]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://scp.indiegames.us/forum.php FSSCP Backup Forums]&lt;br /&gt;
&lt;br /&gt;
== Basic Guidelines ==&lt;br /&gt;
&lt;br /&gt;
1. Look before you leap - make sure there isn&#039;t a similar bug before you post a new one. If there is a similar bug, post info on your particular circumstance.&lt;br /&gt;
&lt;br /&gt;
2. ALWAYS post what build you&#039;re using (If it&#039;s named something like &amp;quot;fs2_open_r&amp;quot;, post where you got it from and what date it was posted).&lt;br /&gt;
&lt;br /&gt;
3. ALWAYS post what command lines you&#039;re using (And which ones the bug happens with).&lt;br /&gt;
&lt;br /&gt;
4. Don&#039;t just post the bug. Post any and all relevant info, and if you aren&#039;t sure if something might be relevant - post it anyway.&lt;br /&gt;
&lt;br /&gt;
5. If at all possible, post contact info. Nothing is more convenient for a dev than having an ICQ number you can use to talk with a person having a problem. It can also speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
6. If you&#039;ve got the time, run a debug build and post any errors you get with it (Not all builds have a debug build with them though).&lt;br /&gt;
&lt;br /&gt;
7. Keep track of any bugs you post (in)! Nothing is more annoying than not being able to close a bug simply because you don&#039;t know if it&#039;s solved or not.&lt;br /&gt;
&lt;br /&gt;
8. Make sure to include what mediaVPs you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
== Posting error logs ==&lt;br /&gt;
&lt;br /&gt;
Especially when using debug builds, Freespace 2 will generate files called &amp;quot;errorlog.txt&amp;quot; and &amp;quot;fs.log&amp;quot;. Posting the first chunk of data from the corresponding entry in errorlog.txt can be a big help, as it may tell the dev exactly what went wrong where. (This chunk is recognizable, as it should have the date and time that the crash occured).&lt;br /&gt;
&lt;br /&gt;
Additionally, posting the last five lines or so of &amp;quot;fs.log&amp;quot; can also be handy. Note that Notepad will not display it properly, so you&#039;ll have to open it up in Wordpad to view it properly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Phreak</name></author>
	</entry>
</feed>