//Programming Stuff DO NOT CHANGE
classLabel = "artillery"

//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 0

//Damage now applied by artillery shockwave
//See "artillery_shockwave_ord.odf" to change damage values

//Amount of time the ordinance will exists without hitting something
lifeSpan = 2700.0//DAS 12.0

//How fast the shot moves
shotSpeed = 300.0

// This affects the turning radius/rate somewhat unknown.
omegaTurn = 0.0//DAS 0.5

// The rate at which this Torpedo accelerates.
shotAccel = 130.0

//The sprite which is used for this ordinance
Sprite = "wartord"

// Time to play through the animation for the sprite in seconds
spriteDuration = 0.5

//this modifies the color of the ordinance (not currently working)
shotColor = 227

// Size of photon torpedo.
radius = 16.0f

lightColor = 0.9 0.8 0.3
lightFalloffStart = 50.0
lightFalloffRange = 5.0

// Particle trail following the artillery, optional
particleTrail = "psartiltrail"

//Phaser specific: this is the thickness of the beam
Radius = 4.0//DAS 5.0

//The sprite which is used for this ordinance
explosionSprite = "sparkball1"

// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0

// Set the explosion odf name.  An explosion of this class will be generated when the ordnance detonates.
explosionName = "xartillery"

// Radius of the blast...
blastRadius = 150.0f

// Radius of the blast sprite
explosionSpriteRadius = 50.0f
 