realgray-stellaris-mod/gfx/projectiles/Gray_weapons.txt

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projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_lance_weapon"
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color = {
0.5
1
0.75
0.8
}
hit_entity = "tachyon_lance_hit_entity"
shield_hit_entity = "tachyon_lance_shield_hit_entity"
muzzle_flash_entity = "tachyon_lance_muzzle_entity"
windup_entity = "tachyon_lance_windup_entity"
#beam specific data
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width = 2
texture_scroll_speed = 2.5
texture_tiling = 5.5
hit = {
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alpha_curve = {
0
0
0.05
0
0.1
100
0.4
5
0.6
0
1
0
}
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duration = 2
}
miss = {
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alpha_curve = {
0
0
0.05
0
0.1
100
0.4
5
0.6
0
1
0
}
duration = 1.5
}
texture = "gfx/models/combat_items/energy_lance_diffuse.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.1
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_planet_weapon_ex"
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color = {
0
0
0
0.8
}
hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data
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width = 10
texture_scroll_speed = 1
texture_tiling = 5.5
hit = {
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alpha_curve = {
0
0
0.05
0
0.1
20
0.7
5
1
0
}
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duration = 3
}
miss = {
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alpha_curve = {
0
0
0.05
0
0.1
20
0.4
5
1
0
}
duration = 1.5
}
texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.2
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_titan_weapon_ex"
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color = {
0.5
1
0.75
0.8
}
hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data
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width = 10
texture_scroll_speed = 1
texture_tiling = 5.5
hit = {
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alpha_curve = {
0
0
0.05
0
0.1
20
0.7
5
1
0
}
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duration = 3
}
miss = {
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alpha_curve = {
0
0
0.05
0
0.1
20
0.4
5
1
0
}
duration = 1.5
}
texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.2
}
}
projectile_gfx_ballistic = {
#common for all types of projectiles
name = "GG_neutron_torpedoes"
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color = {
0.5
1
0.75
0.8
}
hit_entity = "neutron_torpedoes_hit_entity"
shield_hit_entity = "neutron_torpedoes_shield_hit_entity"
muzzle_flash_entity = "neutron_torpedoes_muzzle_entity"
#ballistic specific
entity = "neutron_torpedoes_entity"
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speed = 90 #preferred speed of the projectile
max_duration = 3 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
shield_impact = {
size = large
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delay = 0
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "RG_flak_pd_3"
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color = {
0
1
0
1
}
hit_entity = "auto_cannons_medium_hit_entity"
shield_hit_entity = "auto_cannons_medium_hit_entity"
muzzle_flash_entity = "auto_cannons_medium_muzzle_entity"
#beam specific data
width = 0.5
texture_scroll_speed = 15
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texture_tiling = 25
hit = {
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alpha_curve = {
0
0
0.2
1
0.9
1
1
0
}
duration = 1.5
}
miss = {
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alpha_curve = {
0
0
0.2
1
0.9
1
1
0
}
duration = 0.2
}
texture = "gfx/models/combat_items/auto_cannon_diffuse.dds"
shield_impact = {
size = small
loop_duration = 1.5
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delay = 0
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "RG_invisible_radar"
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color = {
0
0
0
0
}
#beam specific data
width = 0.001
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texture_scroll_speed = 50
texture_tiling = 40
hit = {
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alpha_curve = {
0
0
0.01
0
0.02
0
0.03
0
0.04
0
}
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duration = 0
}
miss = {
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alpha_curve = {
0
0
0.01
0
0.02
0
0.03
0
0.04
0
}
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duration = 0
}
texture = "gfx/models/combat_items/laser_diffuse2.dds"
shield_impact = {
size = large
loop_duration = 0
delay = 0.1
}
}
# Gatebuilders
projectile_gfx_ballistic = {
#common for all types of projectiles
name = "rg_gatebuilder_torpedo_ballistic"
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color = {
1
1
1
1
}
hit_entity = "proton_torpedoes_hit_entity"
shield_hit_entity = "proton_torpedoes_shield_hit_entity"
muzzle_flash_entity = "proton_torpedoes_muzzle_entity"
#ballistic specific
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entity = "proton_torpedoes_entity"
speed = 450 #preferred speed of the projectile
max_duration = 1 #Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
shield_impact = {
size = large
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delay = 0
}
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}