#include "pulse.odf"

//Name of the ODF file for the ordinance for this weapon
ordName = "fed_pulse_ord_main"

//Display name for this weapon
wpnName = "Pulse"

// Default weapon damage for pulse phasers.  This is the amount of hit points taken away per tick of 
// successful hits from a pulse phaser. -tmob
weaponDamage = 120.0

//Time Delay between shots
shotDelay = 0.24

// Range within which the weapon will fire.
range = 780.0f

// Use this fire arc restriction
fireArc = 100

//Make this weapon fire from all banks.
fireAllBanks = 1

//Amount of time the ordinance will exists without hitting something
lifeSpan = 20.0//DAS 2.0

//How fast the shot moves
shotSpeed = 1600

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

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

//Phaser specific: this is the thickness of the beam
Radius = .5//DAS 6.0

//Phaser specific: this modifies the color of the phaser
shotColor = 227

// Time to play through the animation for the sprite in seconds
spriteDuration = 0.65//DAS 0.8

// Length of the beam.
Length = 230.0

lightColor = 1.0 1.0 0.0
lightFalloffStart = 50.0
lightFalloffRange = 3.0//DAS 5.0

// Start Radius of the beam
minRadiusOfBeam = 0.001//DAS 2.00

// End Radius of the beam
maxRadiusOfBeam = 8.00//DAS 12.00

// Special effect to play on hit craft
specialEffectOnHit = "pssupernova_dustA"

//Sound which is played when the weapon fires
fireSoundGroup = "ST_GRP_FED_DEFIANT_PULSE"