That is the weapon
ID = plasma_torpedo
Range = 250
IdealRange = 225
Speed = 30
ReceivableBuffs = [RailgunShot]
Components
{
Physics
{
Type = BoxPhysics
Size = [0.01, 0.01]
Density = 0.01
LinearDamping = 1
}
Homing
{
Type = TargetHoming
PhysicsComponent = Physics
TurnVelocity = 360d
TurnThreshold = 90d
Delay = .1
RaycastForward = [1, 0]
RaycastLeft = [1, -1]
RaycastRight = [1, 1]
}
Acceleration
{
Type = Acceleration
PhysicsComponent = Physics
Acceleration = 8
}
DamagePool
{
Type = DamagePool
Damage = { BaseValue=400; BuffType=RailgunShot; BuffMode=Add; }
}
DeathByLifetime
{
Type = DeathByLifetime
Lifetime = 14
}
Sprite
{
Type = AnimatedSprite
Animation
{
AtlasSprite
{
Texture
{
File = "plasma.png"
MipLevels = max
}
Size = [4, 2]
}
FrameCount = 8
FrameSize = [256, 128]
FramesPerRow = 2
FramesPerSecond = 30
}
}
MediaEffects
{
Type = MediaEffects
InheritVelocityFrom = Physics
MediaEffects
[
&<particles/plasma_residue.txt>
]
}
Hit
{
Type = SimpleHit
PhysicsComponent = Physics
SourceShipCollisionDelay = .01
HitShield
{
HitEffects : ../HitOperational/HitEffects
[
{
Type = ShieldDamage
Damage = 300
}
]
MediaEffects = &../HitOperational/MediaEffects
}
HitOperational
{
HitEffects
[
{
Type = PartAreaDamage
DamageVsOperationalPerTile = { BaseValue=2060; BuffType=RailgunShot; BuffMode=Add; }
RadiusVsOperational = { BaseValue=2.5; BuffType=RailgunShot; BuffMode=Add; }
DamageVsStructurePerTile = { BaseValue=1660; BuffType=RailgunShot; BuffMode=Multiply; }
RadiusVsStructure = { BaseValue=3.5; BuffType=RailgunShot; BuffMode=Add; }
DamagePool = DamagePool
DoPooledDamageFirst = true
}
{
Type = Impulse;
Impulse = 100;
}
]
MediaEffects
[
&<particles/plasma_hit.txt>
&<particles/plasma_flash.txt>
&<particles/plasma_shockwave.txt>
&<particles/plasma_residue.txt>
: /BASE_SOUNDS/AudioExterior
{
Sound = "hit.wav"
Volume = .75
SpeedVariation = .4
}
: /BASE_SHAKE
{
ShakeAmount = .15
Duration = .75
}
]
}
HitStructural = &HitOperational
}
}