# MASS DRIVER projectile_gfx_ballistic = { #common for all types of projectiles name = "mass_driver_s" color = { 1.0 1.0 1.0 1.0 } hit_entity = "mass_driver_small_hit_entity" shield_hit_entity = "mass_driver_small_shield_hit_entity" muzzle_flash_entity = "mass_driver_small_muzzle_entity" shield_impact = { size = small delay = 0.0 } #ballistic specific entity = "mass_driver_tracer_round_small_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 } projectile_gfx_ballistic = { #common for all types of projectiles name = "mass_driver_m" color = { 1.0 1.0 1.0 1.0 } hit_entity = "mass_driver_medium_hit_entity" shield_hit_entity = "mass_driver_medium_shield_hit_entity" muzzle_flash_entity = "mass_driver_medium_muzzle_entity" shield_impact = { size = medium delay = 0.0 } #ballistic specific entity = "mass_driver_tracer_round_medium_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 } projectile_gfx_ballistic = { #common for all types of projectiles name = "mass_driver_l" color = { 1.0 1.0 1.0 1.0 } hit_entity = "mass_driver_large_hit_entity" shield_hit_entity = "mass_driver_large_shield_hit_entity" muzzle_flash_entity = "mass_driver_large_muzzle_entity" shield_impact = { size = large delay = 0.0 } #ballistic specific entity = "mass_driver_tracer_round_large_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 } # COILGUNS projectile_gfx_ballistic = { #common for all types of projectiles name = "coilgun_s" color = { 1.0 1.0 1.0 1.0 } hit_entity = "coilgun_small_hit_entity" shield_hit_entity = "coilgun_small_shield_hit_entity" muzzle_flash_entity = "coilgun_small_muzzle_entity" shield_impact = { size = small delay = 0.0 } #ballistic specific entity = "coilgun_tracer_round_small_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 } projectile_gfx_ballistic = { #common for all types of projectiles name = "coilgun_m" color = { 1.0 1.0 1.0 1.0 } hit_entity = "coilgun_medium_hit_entity" shield_hit_entity = "coilgun_medium_shield_hit_entity" muzzle_flash_entity = "coilgun_medium_muzzle_entity" shield_impact = { size = medium delay = 0.0 } #ballistic specific entity = "coilgun_tracer_round_medium_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 } projectile_gfx_ballistic = { #common for all types of projectiles name = "coilgun_l" color = { 1.0 1.0 1.0 1.0 } hit_entity = "coilgun_large_hit_entity" shield_hit_entity = "coilgun_large_shield_hit_entity" muzzle_flash_entity = "coilgun_large_muzzle_entity" shield_impact = { size = large delay = 0.0 } #ballistic specific entity = "coilgun_tracer_round_large_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 } # RAILGUNS projectile_gfx_ballistic = { #common for all types of projectiles name = "railgun_s" color = { 0.58 0.47 1.0 1.0 } hit_entity = "railgun_small_hit_entity" shield_hit_entity = "railgun_small_shield_hit_entity" muzzle_flash_entity = "railgun_small_muzzle_entity" #ballistic specific entity = "railgun_tracer_round_small_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 = small delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "railgun_m" color = { 0.58 0.47 1.0 1.0 } hit_entity = "railgun_medium_hit_entity" shield_hit_entity = "railgun_medium_shield_hit_entity" muzzle_flash_entity = "railgun_medium_muzzle_entity" #ballistic specific entity = "railgun_tracer_round_medium_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 = medium delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "railgun_l" color = { 0.58 0.47 1.0 1.0 } hit_entity = "railgun_large_hit_entity" shield_hit_entity = "railgun_large_shield_hit_entity" muzzle_flash_entity = "railgun_large_muzzle_entity" #ballistic specific entity = "railgun_tracer_round_large_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 } } # GAUSS CANNONS projectile_gfx_ballistic = { #common for all types of projectiles name = "gauss_cannon_s" color = { 1.0 1.0 1.0 1.0 } hit_entity = "gauss_cannon_small_hit_entity" shield_hit_entity = "gauss_cannon_small_shield_hit_entity" muzzle_flash_entity = "gauss_cannon_small_muzzle_entity" shield_impact = { size = small delay = 0.0 } #ballistic specific entity = "gauss_cannon_tracer_round_small_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 } projectile_gfx_ballistic = { #common for all types of projectiles name = "gauss_cannon_m" color = { 1.0 1.0 1.0 1.0 } hit_entity = "gauss_cannon_medium_hit_entity" shield_hit_entity = "gauss_cannon_medium_shield_hit_entity" muzzle_flash_entity = "gauss_cannon_medium_muzzle_entity" shield_impact = { size = medium delay = 0.0 } #ballistic specific entity = "gauss_cannon_tracer_round_medium_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 } projectile_gfx_ballistic = { #common for all types of projectiles name = "gauss_cannon_l" color = { 1.0 1.0 1.0 1.0 } hit_entity = "gauss_cannon_large_hit_entity" shield_hit_entity = "gauss_cannon_large_shield_hit_entity" muzzle_flash_entity = "gauss_cannon_large_muzzle_entity" shield_impact = { size = large delay = 0.0 } #ballistic specific entity = "gauss_cannon_tracer_round_large_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 } # ADVANCED RAILGUNS projectile_gfx_ballistic = { #common for all types of projectiles name = "advanced_railgun_s" color = { 1.0 0.55 0.1 1.0 } hit_entity = "advanced_railgun_small_hit_entity" shield_hit_entity = "advanced_railgun_small_shield_hit_entity" muzzle_flash_entity = "advanced_railgun_small_muzzle_entity" #ballistic specific entity = "advanced_railgun_tracer_round_small_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 = small delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "advanced_railgun_m" color = { 1.0 0.55 0.1 1.0 } hit_entity = "advanced_railgun_medium_hit_entity" shield_hit_entity = "advanced_railgun_medium_shield_hit_entity" muzzle_flash_entity = "advanced_railgun_medium_muzzle_entity" #ballistic specific entity = "advanced_railgun_tracer_round_medium_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 = medium delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "advanced_railgun_l" color = { 1.0 0.55 0.1 1.0 } hit_entity = "advanced_railgun_large_hit_entity" shield_hit_entity = "advanced_railgun_large_shield_hit_entity" muzzle_flash_entity = "advanced_railgun_large_muzzle_entity" #ballistic specific entity = "advanced_railgun_tracer_round_large_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 } } # PLASMA projectile_gfx_ballistic = { #common for all types of projectiles name = "plasma_thrower_s" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_thrower_small_hit_entity" shield_hit_entity = "plasma_thrower_small_shield_hit_entity" muzzle_flash_entity = "plasma_thrower_small_muzzle_flash_entity" #ballistic specific entity = "plasma_thrower_small_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 = small delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "plasma_thrower_m" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_thrower_medium_hit_entity" shield_hit_entity = "plasma_thrower_medium_shield_hit_entity" muzzle_flash_entity = "plasma_thrower_medium_muzzle_flash_entity" #ballistic specific entity = "plasma_thrower_medium_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 = medium delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "plasma_thrower_l" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_thrower_large_hit_entity" shield_hit_entity = "plasma_thrower_large_shield_hit_entity" muzzle_flash_entity = "plasma_thrower_large_muzzle_flash_entity" #ballistic specific entity = "plasma_thrower_large_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_ballistic = { #common for all types of projectiles name = "plasma_accelerator_s" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_accelerator_small_hit_entity" shield_hit_entity = "plasma_accelerator_small_shield_hit_entity" muzzle_flash_entity = "plasma_accelerator_small_muzzle_flash_entity" #ballistic specific entity = "plasma_accelerator_small_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 = small delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "plasma_accelerator_m" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_accelerator_medium_hit_entity" shield_hit_entity = "plasma_accelerator_medium_shield_hit_entity" muzzle_flash_entity = "plasma_accelerator_medium_muzzle_flash_entity" #ballistic specific entity = "plasma_accelerator_medium_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 = medium delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "plasma_accelerator_l" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_accelerator_large_hit_entity" shield_hit_entity = "plasma_accelerator_large_shield_hit_entity" muzzle_flash_entity = "plasma_accelerator_large_muzzle_flash_entity" #ballistic specific entity = "plasma_accelerator_large_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_ballistic = { #common for all types of projectiles name = "plasma_cannon_s" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_cannon_small_hit_entity" shield_hit_entity = "plasma_cannon_small_shield_hit_entity" muzzle_flash_entity = "plasma_cannon_small_muzzle_flash_entity" #ballistic specific entity = "plasma_cannon_small_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 = small delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "plasma_cannon_m" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_cannon_medium_hit_entity" shield_hit_entity = "plasma_cannon_medium_shield_hit_entity" muzzle_flash_entity = "plasma_cannon_medium_muzzle_flash_entity" #ballistic specific entity = "plasma_cannon_medium_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 = medium delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "plasma_cannon_l" color = { 1.0 1.0 1.0 1.0 } hit_entity = "plasma_cannon_large_hit_entity" shield_hit_entity = "plasma_cannon_large_shield_hit_entity" muzzle_flash_entity = "plasma_cannon_large_muzzle_flash_entity" #ballistic specific entity = "plasma_cannon_large_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 } } # AUTOCANNON projectile_gfx_beam = { #common for all types of projectiles name = "auto_cannons_s" color = { 0.6 0.6 0.6 1.0 } hit_entity = "auto_cannons_small_hit_entity" shield_hit_entity = "auto_cannons_small_shield_hit_entity" muzzle_flash_entity = "auto_cannons_small_muzzle_entity" #beam specific data width = 0.3 texture_scroll_speed = 25.5 texture_tiling = 12.0 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 = 1.5 } 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 = "auto_cannons_m" color = { 0.6 0.6 0.6 1.0 } hit_entity = "auto_cannons_medium_hit_entity" shield_hit_entity = "auto_cannons_medium_shield_hit_entity" muzzle_flash_entity = "auto_cannons_medium_muzzle_entity" #beam specific data width = 0.5 texture_scroll_speed = 25.5 texture_tiling = 10.0 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 = 1.5 } 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 = "auto_cannons_l" color = { 0.6 0.6 0.6 1.0 } hit_entity = "auto_cannons_large_hit_entity" shield_hit_entity = "auto_cannons_large_shield_hit_entity" muzzle_flash_entity = "auto_cannons_large_muzzle_entity" #beam specific data width = 0.7 texture_scroll_speed = 25.5 texture_tiling = 12.0 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 = 1.5 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = medium loop_duration = 1.5 delay = 0.0 } } # RIPPER AUTOCANNON projectile_gfx_beam = { #common for all types of projectiles name = "ripper_auto_cannons_s" color = { 0.6 1.0 0.6 1.0 } hit_entity = "ripper_auto_cannons_small_hit_entity" shield_hit_entity = "ripper_auto_cannons_small_shield_hit_entity" muzzle_flash_entity = "ripper_auto_cannons_small_muzzle_entity" #beam specific data width = 0.3 texture_scroll_speed = 25.5 texture_tiling = 12.0 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 = 1.5 } 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 = "ripper_auto_cannons_m" color = { 0.6 1.0 0.6 1.0 } hit_entity = "ripper_auto_cannons_medium_hit_entity" shield_hit_entity = "ripper_auto_cannons_medium_shield_hit_entity" muzzle_flash_entity = "ripper_auto_cannons_medium_muzzle_entity" #beam specific data width = 0.5 texture_scroll_speed = 25.5 texture_tiling = 10.0 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 = 1.5 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = medium loop_duration = 1.5 delay = 0.0 } } projectile_gfx_beam = { #common for all types of projectiles name = "ripper_auto_cannons_l" color = { 0.6 1.0 0.6 1.0 } hit_entity = "ripper_auto_cannons_large_hit_entity" shield_hit_entity = "ripper_auto_cannons_large_shield_hit_entity" muzzle_flash_entity = "ripper_auto_cannons_large_muzzle_entity" #beam specific data width = 0.7 texture_scroll_speed = 25.5 texture_tiling = 12.0 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 = 1.5 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 1.5 delay = 0.0 } } # STORMFIRE AUTOCANNON projectile_gfx_beam = { #common for all types of projectiles name = "stormfire_auto_cannons_s" color = { 0.2 0.5 1.0 5.0 } hit_entity = "stormfire_auto_cannons_small_hit_entity" shield_hit_entity = "stormfire_auto_cannons_small_shield_hit_entity" muzzle_flash_entity = "stormfire_auto_cannons_small_muzzle_entity" #beam specific data width = 0.3 texture_scroll_speed = 25.5 texture_tiling = 12.0 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 = 1.5 } 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 = "stormfire_auto_cannons_m" color = { 0.2 0.5 1.0 5.0 } hit_entity = "stormfire_auto_cannons_medium_hit_entity" shield_hit_entity = "stormfire_auto_cannons_medium_shield_hit_entity" muzzle_flash_entity = "stormfire_auto_cannons_medium_muzzle_entity" #beam specific data width = 0.5 texture_scroll_speed = 25.5 texture_tiling = 10.0 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 = 1.5 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = medium loop_duration = 1.5 delay = 0.0 } } projectile_gfx_beam = { #common for all types of projectiles name = "stormfire_auto_cannons_l" color = { 0.2 0.5 1.0 5.0 } hit_entity = "stormfire_auto_cannons_large_hit_entity" shield_hit_entity = "stormfire_auto_cannons_large_shield_hit_entity" muzzle_flash_entity = "stormfire_auto_cannons_large_muzzle_entity" #beam specific data width = 0.7 texture_scroll_speed = 25.5 texture_tiling = 12.0 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 = 1.5 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = large loop_duration = 1.5 delay = 0.0 } } # FLAK BATTERY projectile_gfx_ballistic = { #common for all types of projectiles name = "flak_battery" color = { 1.0 1.0 1.0 1.0 } hit_entity = "flak_battery_hit_entity" shield_hit_entity = "flak_battery_shield_hit_entity" muzzle_flash_entity = "flak_battery_muzzle_entity" shield_impact = { size = large delay = 0.0 } #ballistic specific entity = "flak_battery_projectile_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 } # CRYSTAL SHIP PROJECTILES # Blue projectile_gfx_ballistic = { #common for all types of projectiles name = "crystal_ship_projectile" color = { 1.0 1.0 1.0 1.0 } hit_entity = "crystal_hit_entity" shield_hit_entity = "crystal_shield_hit_entity" muzzle_flash_entity = "crystal_projectile_muzzle_flash_entity" shield_impact = { size = medium delay = 0.0 } #ballistic specific entity = "crystal_projectile_entity" speed = 150.0 #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 } # Green projectile_gfx_ballistic = { #common for all types of projectiles name = "green_crystal_ship_projectile" color = { 1.0 1.0 1.0 1.0 } hit_entity = "green_crystal_hit_entity" shield_hit_entity = "green_crystal_shield_hit_entity" muzzle_flash_entity = "green_crystal_projectile_muzzle_flash_entity" shield_impact = { size = medium delay = 0.0 } #ballistic specific entity = "green_crystal_projectile_entity" speed = 150.0 #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 } # Yellow projectile_gfx_ballistic = { #common for all types of projectiles name = "yellow_crystal_ship_projectile" color = { 1.0 1.0 1.0 1.0 } hit_entity = "yellow_crystal_hit_entity" shield_hit_entity = "yellow_crystal_shield_hit_entity" muzzle_flash_entity = "yellow_crystal_projectile_muzzle_flash_entity" shield_impact = { size = medium delay = 0.0 } #ballistic specific entity = "yellow_crystal_projectile_entity" speed = 150.0 #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 } # Red projectile_gfx_ballistic = { #common for all types of projectiles name = "red_crystal_ship_projectile" color = { 1.0 1.0 1.0 1.0 } hit_entity = "red_crystal_hit_entity" shield_hit_entity = "red_crystal_shield_hit_entity" muzzle_flash_entity = "red_crystal_projectile_muzzle_flash_entity" shield_impact = { size = medium delay = 0.0 } #ballistic specific entity = "red_crystal_projectile_entity" speed = 150.0 #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 } # ENERGY TORPEDOES projectile_gfx_ballistic = { #common for all types of projectiles name = "proton_torpedoes" 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 = 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_ballistic = { #common for all types of projectiles name = "neutron_torpedoes" color = { 1.0 1.0 1.0 1.0 } 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 } } # SCOURGE PROJECTILE (SWARM PROJECTILE WEAPON) projectile_gfx_ballistic = { #common for all types of projectiles name = "scourge_projectile_weapon" color = { 0.6 1.0 0.7 0.05 } hit_entity = "scourge_projectile_hit_entity" shield_hit_entity = "scourge_projectile_shield_hit_entity" muzzle_flash_entity = "scourge_projectile_muzzle_entity" shield_impact = { size = large delay = 0.0 } #ballistic specific entity = "scourge_projectile_entity" speed = 200.0 #preferred speed of the projectile max_duration = 2.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds } projectile_gfx_ballistic = { #common for all types of projectiles name = "small_scourge_projectile_weapon" color = { 0.6 1.0 0.7 0.05 } hit_entity = "small_scourge_projectile_hit_entity" shield_hit_entity = "small_scourge_projectile_shield_hit_entity" muzzle_flash_entity = "scourge_projectile_muzzle_entity" shield_impact = { size = large delay = 0.0 } #ballistic specific entity = "small_scourge_projectile_entity" speed = 200.0 #preferred speed of the projectile max_duration = 2.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds } # SPACE AMOEBA WEAPON projectile_gfx_ballistic = { #common for all types of projectiles name = "space_amoeba_weapon" color = { 0.6 1.0 0.7 0.05 } hit_entity = "space_amoeba_weapon_hit_entity" shield_hit_entity = "space_amoeba_weapon_shield_hit_entity" muzzle_flash_entity = "space_amoeba_weapon_muzzle_entity" shield_impact = { size = large delay = 0.0 } #ballistic specific entity = "space_amoeba_weapon_projectile_entity" speed = 200.0 #preferred speed of the projectile max_duration = 2.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds } projectile_gfx_ballistic = { #common for all types of projectiles name = "small_space_amoeba_weapon" color = { 0.6 1.0 0.7 0.05 } hit_entity = "small_space_amoeba_weapon_hit_entity" shield_hit_entity = "small_space_amoeba_weapon_shield_hit_entity" muzzle_flash_entity = "space_amoeba_weapon_muzzle_entity" shield_impact = { size = small delay = 0.0 } #ballistic specific entity = "small_space_amoeba_weapon_projectile_entity" speed = 200.0 #preferred speed of the projectile max_duration = 2.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds }