# ION CANNON projectile_gfx_beam = { #common for all types of projectiles name = "ion_cannon" color = { 0.2 0.35 1.0 1.0 } hit_entity = "ion_cannon_hit_entity" shield_hit_entity = "ion_cannon_shield_hit_entity" muzzle_flash_entity = "ion_cannon_muzzle_entity" windup_entity = "ion_cannon_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 40.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Necroid specific name = "necroid_01_ion_cannon" color = { 0.20 0.6 0.65 1.0 } hit_entity = "necroid_01_ion_cannon_hit_entity" shield_hit_entity = "necroid_01_ion_cannon_shield_hit_entity" muzzle_flash_entity = "necroid_01_ion_cannon_muzzle_entity" windup_entity = "necroid_01_ion_cannon_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 40.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Nemesis specific name = "nemesis_01_ion_cannon" color = { 0.5 0.5 0.5 0.90 } hit_entity = "nemesis_01_ion_cannon_hit_entity" shield_hit_entity = "nemesis_01_ion_cannon_shield_hit_entity" muzzle_flash_entity = "nemesis_01_ion_cannon_muzzle_entity" windup_entity = "nemesis_01_ion_cannon_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 40.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/nemesis_01_ion_cannon_diffuse_laser.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Aquatic specific name = "aquatic_01_ion_cannon" color = { 0.2 0.6 0.7 1.0 } hit_entity = "aquatic_01_ion_cannon_hit_entity" shield_hit_entity = "aquatic_01_ion_cannon_shield_hit_entity" muzzle_flash_entity = "aquatic_01_ion_cannon_muzzle_entity" windup_entity = "aquatic_01_ion_cannon_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 40.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #toxoid specific name = "toxoid_01_ion_cannon" color = { 0.65 0.85 0.2 1.0 } hit_entity = "toxoid_01_ion_cannon_hit_entity" shield_hit_entity = "toxoid_01_ion_cannon_shield_hit_entity" muzzle_flash_entity = "toxoid_01_ion_cannon_muzzle_entity" windup_entity = "toxoid_01_ion_cannon_windup_entity" #beam specific data width = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.1 0.0 0.15 5.0 0.2 40.0 0.6 5.0 0.8 1.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.25 0.0 0.3 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Cybernetics specific name = "cybernetics_01_ion_cannon" color = { 0.4 0.65 0.85 1.0 } hit_entity = "cybernetics_01_ion_cannon_hit_entity" shield_hit_entity = "cybernetics_01_ion_cannon_shield_hit_entity" muzzle_flash_entity = "cybernetics_01_ion_cannon_muzzle_entity" windup_entity = "cybernetics_01_ion_cannon_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 40.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Synthetics specific name = "synthetics_01_ion_cannon" color = { 0.9 0.7 0.4 1.0 } hit_entity = "synthetics_01_ion_cannon_hit_entity" shield_hit_entity = "synthetics_01_ion_cannon_shield_hit_entity" muzzle_flash_entity = "synthetics_01_ion_cannon_muzzle_entity" windup_entity = "synthetics_01_ion_cannon_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 40.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } ############################# # Perdition Beam ############################# projectile_gfx_beam = { #common for all types of projectiles name = "perdition_beam" color = { 1.0 0.7 0.4 1.0 } hit_entity = "perdition_beam_hit_entity" shield_hit_entity = "perdition_beam_shield_hit_entity" muzzle_flash_entity = "perdition_beam_muzzle_entity" windup_entity = "perdition_beam_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 15.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Necroid specific name = "necroid_01_perdition_beam" color = { 0.50 0.90 0.7 1.0 } hit_entity = "necroid_01_perdition_beam_hit_entity" shield_hit_entity = "necroid_01_perdition_beam_shield_hit_entity" muzzle_flash_entity = "necroid_01_perdition_beam_muzzle_entity" windup_entity = "necroid_01_perdition_beam_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 15.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Nemesis specific name = "nemesis_01_perdition_beam" color = { 0.5 0.5 0.5 0.90 } hit_entity = "nemesis_01_perdition_beam_hit_entity" shield_hit_entity = "nemesis_01_perdition_beam_shield_hit_entity" muzzle_flash_entity = "nemesis_01_perdition_beam_muzzle_entity" windup_entity = "nemesis_01_perdition_beam_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 15.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/nemesis_01_ion_cannon_diffuse_laser.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Aquatic specific name = "aquatic_01_perdition_beam" color = { 0.2 0.6 0.6 1.0 } hit_entity = "aquatic_01_perdition_beam_hit_entity" shield_hit_entity = "aquatic_01_perdition_beam_shield_hit_entity" muzzle_flash_entity = "aquatic_01_perdition_beam_muzzle_entity" windup_entity = "aquatic_01_perdition_beam_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 15.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #toxoid specific name = "toxoid_01_perdition_beam" color = { 0.55 0.75 0.3 1.0 } hit_entity = "toxoid_01_perdition_beam_hit_entity" shield_hit_entity = "toxoid_01_perdition_beam_shield_hit_entity" muzzle_flash_entity = "toxoid_01_perdition_beam_muzzle_entity" windup_entity = "toxoid_01_perdition_beam_windup_entity" #beam specific data width = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.1 0.0 0.15 5.0 0.2 20.0 0.7 5.0 0.9 1.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 15.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Cybernetics specific name = "cybernetics_01_perdition_beam" color = { 0.4 0.65 0.85 1.0 } hit_entity = "cybernetics_01_ion_cannon_hit_entity" shield_hit_entity = "cybernetics_01_ion_cannon_shield_hit_entity" muzzle_flash_entity = "cybernetics_01_perdition_beam_muzzle_entity" windup_entity = "cybernetics_01_perdition_beam_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 40.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #Synthetics specific name = "synthetics_01_perdition_beam" color = { 0.9 0.7 0.4 1.0 } hit_entity = "synthetics_01_ion_cannon_hit_entity" shield_hit_entity = "synthetics_01_ion_cannon_shield_hit_entity" muzzle_flash_entity = "synthetics_01_perdition_beam_muzzle_entity" windup_entity = "synthetics_01_perdition_beam_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 40.0 0.7 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 30.0 0.4 5.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/ion_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } }