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Code:
Behavior = ParticleUplinkCannonUpdate ModuleTag_12
SpecialPowerTemplate = SuperweaponParticleUplinkCannon
;The values trigger the various pre-stages before being ready to actually fire.
;The total combined value of these determines the first sign of activity in the
;cannon.
BeginChargeTime = 5000 ;The outer nodes begin to charge.
RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed)
ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire.
;***NOTE -- these values effect gameplay*****
TotalFiringTime = 10000 ;The total ground contact time of the beam
DamagePerSecond = 400 ;Amount of damage inflicted per second
TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate
WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking)
BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish.
DamageType = PARTICLE_BEAM ;Type of damage inflicted.
DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too!
RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death.
;********************************************
;Bone names for required elements
OuterEffectBoneName = FX ;The base name for the outer node bones.
OuterEffectNumBones = 5 ;The number of outer nodes.
ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet.
FireBoneName = FXMain ;The name of the bone where the main beam is fired from.
;These are particle systems tied to the outer nodes in varying intensities.
OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare
OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare
OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare
;The connectors system connects each of the outer nodes to the central node that receives
;the lasers from outside.
ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser
ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser
;Currently commented out -- These
;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare
;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare
;This is the name of the bone on the building where the beam is fired from
LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire
ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser
GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called.
;The flare fxlist that is played over and over during the beam firing process. Be
;mindful of the delay because that effects both art and sound.
BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration
DelayBetweenLaunchFX = 1000
;Each scorch mark creates an object in the world, so while making more looks better
;it becomes a performance issue. The scalar will calculate the size of the scorch
;mark to make based on the current size of the beam (which changes dynamically). The
;number also matches the number of times the "GroundHitFX" is called.
TotalScorchMarks = 20
ScorchMarkScalar = 2.4
;***NOTE -- these values effect gameplay***
;The swath of death is the path the laser tracers centered on the targeted position.
;If the amplitude is zero, the line will go straight, with a higher value, it'll do
;a sine wave iteration, but always goes through the target point.
SwathOfDeathDistance = 200.0
SwathOfDeathAmplitude = 50.0
ManualDrivingSpeed = 20
ManualFastDrivingSpeed = 40
DoubleClickToFastDriveDelay = 500
;***SOUNDS!****
PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop
UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop
FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop
GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop
;The trail left behind creates an object that inflicts extra damage for a short period of time.
DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant
End