; Plasma Rocket ; $Name: @Plasma Rocket +Title: XSTR("Plasma Rocket", 3381) +Description: XSTR("Plasma Rocket", 3382) $end_multi_text +Tech Title: XSTR("Plasma Rocket", 3383) +Tech Anim: Tech_Cyclops +Tech Description: XSTR( "This rocket's warhead consists of plasma contained within a ripstar-generated gravity field. Sensors in the rocket detect when it is within a target's energy field at which time a detonation command is sent to the warhead. When the warhead explodes the plasma reacts violently with the target's energy field causing major damage to the ship's shields and moderate damage to the ship's hull. Depending on the ship hit the, damage to the shields can range from 50% to 80% of the ship's maximum shield energy. ", 3384) $end_multi_text $Model File: belial.pof $Mass: 25.0 $Velocity: 1000.0 $Fire Wait: 1.0 ;; note, damage toned down until ai and turrets start shooting at bombs. $Damage: 8000 ;; damage applied when within inner radius $Blast Force: 1000.0 $Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only) $Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only) $Shockwave Speed: 80 ;; velocity of shockwave. 0 for none. $Armor Factor: 1.0 $Shield Factor: 0.02 $Subsystem Factor: 0.5 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99. Player shooting one down would often blow out player's subsystems. $Lifetime: 25.0 ;; temporary fix for problem locking onto big ships. $Energy Consumed: 0.0 $Cargo Size: 1.0 $Homing: NO ;;+Type: ASPECT ;; Legal: HEAT, ASPECT ;;+Turn Time: 1.0 ;;+Min Lock Time: 5.0 ;; Minimum lock time (in seconds) ;;+Lock Pixels/Sec: 35 ;; Pixels moved per sec while locking ;;+Catch-up Pixels/Sec: 70 ;; Pixels moved per sec while catching up ;;+Catch-up Penalty: 12 ;; Extra pixels to move after catching up $LaunchSnd: 165 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 0.05 $Flags: ("in tech database" "player allowed" "Particle Spew") $Trail: ;; Trail cannot be set if Exhaust is set +Start Width: 0.025 ;; Width of trail nearest missile +End Width: 0.05 ;; Width of trail before it "evaporates" +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 ;; how many seconds before trail disappears +Bitmap: newmiss3 ;; Bitmap used to draw trail $Icon: iconbelial $Anim: belial $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 15.0 $Pspew: +Count: 1 +Time: 35 +Vel: 0 +Radius: 2 +Life: 0.5 +Scale: 0.6 +Bitmap: particlesmoke01