#include "pulseo.odf"

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

//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 = 20.0

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

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

impactSprite = "f_ent_beam_impact"
flareSprite = "pflare_R"

shieldHitSoundGroup = "ST_GRP_FEDROM_Pulse_Shield"
hitSoundGroup = "ST_GRP_FEDROM_Pulse_Ship"

//How fast the shot moves
//shotSpeed = 1200

// Start intensity of the phaser
startIntensity = 0.05//DAS 0.33

// Duration to reach full intensity of the phaser
durationToFullIntensity = 1.25

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

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

// Duration to reach full intensity of the phaser
durationToReachFullRadiusSize = 1.00

/ Special effect to play on hit craft
specialEffectOnHit = "pshull_chunks"
effectOnHitShields = "psphaser_hit2A"
//effectOnHitHull_size = 8.0//DAS 6.0
effectOnHitShields_size = 8.0//DAS 6.0
energyEffectOnHitCraft = "pssupernova_dustA"
energyEffectOnHitCraft_Size = 1.0//DAS 1.0