projectile_gfx_beam = { #common for all types of projectiles name = "gatebuilder_lance_weapon" color = { 0.5 1.0 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 = 2.0 texture_scroll_speed = 2.5 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 2.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } 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 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 = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 20.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 20.0 0.4 5.0 1.0 0.0 } 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 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 = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 20.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 20.0 0.4 5.0 1.0 0.0 } 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 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 = 90.0 #preferred speed of the projectile max_duration = 3.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds shield_impact = { size = large delay = 0.0 } } projectile_gfx_beam = { #common for all types of projectiles name = "RG_flak_pd_3" color = { 0.0 1.0 0.0 1.0 } 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 = 25.0 hit = { alpha_curve = { 0.0 0.0 0.2 1.0 0.9 1.0 1.0 0.0 } duration = 1.5 } miss = { alpha_curve = { 0.0 0.0 0.2 1.0 0.9 1.0 1.0 0.0 } duration = 0.2 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = small loop_duration = 1.5 delay = 0.0 } } projectile_gfx_beam = { #common for all types of projectiles name = "RG_invisible_radar" color = { 0.0 0.0 0.0 0.0 } #beam specific data width = 0.001 texture_scroll_speed = 50.0 texture_tiling = 40.0 hit = { alpha_curve = { 0.00 0.0 0.01 0.0 0.02 0.0 0.03 0.0 0.04 0.0 } duration = 0.0 } miss = { alpha_curve = { 0.00 0.0 0.01 0.0 0.02 0.0 0.03 0.0 0.04 0.0 } duration = 0.0 } 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 = { 1.0 1.0 1.0 1.0 } 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 = 450.0 #preferred speed of the projectile max_duration = 1.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds shield_impact = { size = large delay = 0.0 } }