Beam Weapon Ordnance ODF
Download Beam Ordnance Template as an ODF.
//Programming Stuff DO NOT CHANGE
classlabel = "phaser"
// The sprite which is used for this ordnance
sprite = ""
//Phaser specific: this is the thickness of the beam
radius =
//Amount of time the ordnance will exists without hitting something
lifespan =
//How fast the shot moves
shotspeed =
// Time to play through the animation for the sprite in seconds
spriteduration =
//Length of the shield hit animation.
shieldduration =
//The base amount of damage which the ordnance does with each hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damagebase =
//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 =
//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 =
//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 =
//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 =
// Size of the flare around the phaser. This I believe controls the amount of fade around
// the edges of the phaser beam, it basically softens the edges to make it look better.
flareradiusmultiplier =
// Unknown information about this command apparently its renamed flareSprite from stock A2.
flareSprite = ""
// Fleet Ops stuff
explosionhit = ""
explosionshieldhit = ""