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