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 <max_duration> 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 <max_duration> seconds
	shield_impact = {
		size = large
		delay = 0
	}
}