#include "artillery_ord.odf"


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

//Damage now applied by artillery shockwave
//See "artillery_shockwave.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 = 14.0f//DAS 16.0f

lightColor = 0.9 0.8 0.3
lightFalloffStart = 50.0
lightFalloffRange = 5.0//DAS 5.0


//Phaser specific: this is the thickness of the beam
Radius = 3.5//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 object odf name
// @TODO this is a terrible name for a variable. Shouldn't it be called
// "explosionName" or some such?
// @TODO This maybe should be race specific, if we have different art for
// each race, eg fed_artillery_shockwave_ord_main
objectName = "artillery_shockwave_ord"

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

// Radius of the blast sprite
explosionSpriteRadius = 50.0f
 