//This is the main photon ordinance file

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

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

//The base amount of damage which the ordinance does with each hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageBase = 30

//The amount of variance applied to the damage (i.e. 10 + or - 2)
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageVariance = 2

//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageThreshold = 31

//The multiplier by which any damage which exceeds the threshold is 
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
shieldCrewModifier = 0.2

//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
hullCrewModifier = 0.1

//Amount of time the ordinance will exists without hitting something
lifeSpan = 2700.0//DAS 10.0

//How fast the shot moves
shotSpeed = 300.0

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

//The amount of time that the missile obeys the limitations of omegaTurn
//After that, it heads straight for the target
seekTime = 0.0//DAS 0.5

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

// 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 = 4.5f//DAS 10.0f

lightColor = 0.8 0.34 0.43
lightFalloffStart = 10
lightFalloffRange = 20.0//DAS 20.0

// The absolute amount of impulse applied to the ship,
// note that this may change to be a scale factor to damage
explosiveImpulse = 1000;
// How long in seconds that the impulse is applied over as a triangle wave
explosiveTime = 0.4;
// The amount to scale the "push" by (0 = no push, 1 = 100%), as
// opposed to the "twist"
explosiveLinearScale = 1.0;

//for testing purposes only
//ignoreShield = 1;

// Special effect to play on hit craft
specialEffectOnHit = "pssparks"//DAS enabled

// Special effects to play on hit craft
energyEffectOnHitCraft = "x_explosion_03"//DAS enabled
energyEffectOnHitCraft_Size = .75//DAS enabled
effectOnHitHull = "psimpact_torp_hull"
effectOnHitShields = "psimpact_torp_shield"
effectOnHitHull_size = 8.5//DAS 10.0
effectOnHitShields_size = 8.0//DAS 8.0


//Torpedo Acceleration. Scales between 1 (slow) and 0 (fast)
dragHalfLife = 0.7

//entryWoundDecal = "photon_hit"
//exitWoundDecal = "photon_hit"

// Sounds
shieldHitSoundGroup = "ST_GRP_FEDROM_Photon_Shield"
hitSoundGroup = "ST_GRP_FEDROM_Photon_Ship"
