// Object Definition File for the Electromagnetic Pulse (EMP) 
// Electromagnetic shockwave

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

// Rate of expansion.
rate = 120

// Name of the texture.
texture = "wselfdes"

// Color of the shockwave.
color =	1.0	1.0	1.0

// Multiplier for the ship radius to get the shockwave radius.
radiusFactor = 7.0

// Percentage before the shockwave starts to fade.
fadeFactor = 0.1

// Number of rays in effect.
rays = 12

//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 = 0

//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 = 0

//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 = 0

//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 = 0.0

//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 = 0.00

// How tall is the wave?
waveHeight = 10.0;

// How far in do we want the top and bottom edge of the explosion
topEdgeModifier = 0.75