projectile_gfx_beam = { #common for all types of projectiles name = "gatebuilder_lance_weapon" 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 width = 2 texture_scroll_speed = 2.5 texture_tiling = 5.5 hit = { alpha_curve = { 0 0 0.05 0 0.1 100 0.4 5 0.6 0 1 0 } duration = 2 } miss = { 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" 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 width = 10 texture_scroll_speed = 1 texture_tiling = 5.5 hit = { alpha_curve = { 0 0 0.05 0 0.1 20 0.7 5 1 0 } duration = 3 } miss = { 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" 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 width = 10 texture_scroll_speed = 1 texture_tiling = 5.5 hit = { alpha_curve = { 0 0 0.05 0 0.1 20 0.7 5 1 0 } duration = 3 } miss = { 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" 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" 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 seconds shield_impact = { size = large delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "RG_flak_pd_3" 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 texture_tiling = 25 hit = { alpha_curve = { 0 0 0.2 1 0.9 1 1 0 } duration = 1.5 } miss = { 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 delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "RG_invisible_radar" color = { 0 0 0 0 } #beam specific data width = 0.001 texture_scroll_speed = 50 texture_tiling = 40 hit = { alpha_curve = { 0 0 0.01 0 0.02 0 0.03 0 0.04 0 } duration = 0 } miss = { alpha_curve = { 0 0 0.01 0 0.02 0 0.03 0 0.04 0 } 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" 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 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 seconds shield_impact = { size = large delay = 0 } }