program state: updating object motion
obj class: CShip
obj name: [Varies - usually player ship, but not always]
obj pointer: 435a0c0 [player ship in this example]
CPlayerShipController
m_pStation: none
m_pTarget: none
m_pDestination: none
game state: in game
Which is an impressively thorough error trap, btw. Nice.
Having trouble with my webspace atm, so here's the flamer's weapon code:
--
<ItemType UNID="&itZorch2;"
name="Zorch - Wide"
level="16"
value="1000000"
mass="5000"
modifiers="MajorItem"
frequency="rare"
description="Spinal mounted fusion torch."
>
<Image imageID="&rsItems1;" imageX="0" imageY="480" imageWidth="96" imageHeight="96"/>
<Weapon
type="particles"
particleCount="2"
particleSpreadAngle="90"
fireRate="2"
missileSpeed="8"
lifetime="16"
damage="plasma:32; WMD3"
powerUse="4000"
sound="&snShipExplosion1;"
>
<Image imageID="&rsMediumExplosions;" imageX="0" imageY="64" imageWidth="64" imageHeight="64" imageFrameCount="16" imageTicksPerFrame="1" blend="brighten" />
</Weapon>
</ItemType>
--
It's probably massively overpowered at this stage, being the development version for my own amusement and education. I'm hoping that long term, I'll be able to add a control key to it that switches between this one and a focused, long range mode. But this version looks cool.

Any ideas?