# Biogenesis lasers #Anti fire rate projectile_gfx_beam = { #common for all types of projectiles name = "biogenesis_01_anti_fire_rate_laser" color = { 0.10 0.8 0.6 5.15 } hit_entity = "biogenesis_01_anti_fire_rate_laser_hit_entity" shield_hit_entity = "biogenesis_01_anti_fire_rate_laser_hit_entity" muzzle_flash_entity = "biogenesis_01_anti_fire_rate_laser_muzzle_entity" #beam specific data width = 1.0 texture_scroll_speed = -2.5 texture_tiling = 20.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 1.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 25.0 0.8 1.0 1.0 0.0 } duration = 0.25 } texture = "gfx/models/combat_items/fire_rate_diffuse.dds" shield_impact = { size = small loop_duration = 0.5 delay = 0.1 } } #Fire rate projectile_gfx_beam = { #common for all types of projectiles name = "biogenesis_01_fire_rate_laser" color = { 0.10 0.8 0.7 5.1 } hit_entity = "biogenesis_01_fire_rate_laser_hit_entity" shield_hit_entity = "biogenesis_01_fire_rate_laser_hit_entity" muzzle_flash_entity = "biogenesis_01_fire_rate_laser_muzzle_entity" #beam specific data width = 1.0 texture_scroll_speed = 2.5 texture_tiling = 20.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 1.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 25.0 0.8 1.0 1.0 0.0 } duration = 0.25 } texture = "gfx/models/combat_items/fire_rate_diffuse.dds" shield_impact = { size = small loop_duration = 0.5 delay = 0.1 } } # Confuser projectile_gfx_beam = { #common for all types of projectiles name = "biogenesis_01_confuser_laser" color = { 0.4 0.8 0.1 5.15 } hit_entity = "biogenesis_01_confuser_laser_hit_entity" shield_hit_entity = "biogenesis_01_confuser_laser_hit_entity" muzzle_flash_entity = "biogenesis_01_confuser_laser_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 2.5 texture_tiling = 6.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 1.50 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 25.0 0.8 1.0 1.0 0.0 } duration = 0.25 } texture = "gfx/models/combat_items/confuser_diffuse.dds" shield_impact = { size = small loop_duration = 0.5 delay = 0.1 } } # Biogenesis Projectiles projectile_gfx_ballistic = { #common for all types of projectiles name = "biogenesis_01_anti_evasion_projectile" color = { 1.0 1.0 1.0 1.0 } hit_entity = "biogenesis_01_evasion_debuff_hit_entity" shield_hit_entity = "biogenesis_01_evasion_debuff_hit_entity" muzzle_flash_entity = "biogenesis_01_evasion_buff_muzzle_entity" shield_impact = { size = small delay = 0.0 } #ballistic specific entity = "biogenesis_01_evasion_debuff_projectile_entity" speed = 550.0 #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 = "biogenesis_01_evasion_projectile" color = { 1.0 1.0 1.0 1.0 } hit_entity = "biogenesis_01_evasion_buff_hit_entity" shield_hit_entity = "biogenesis_01_evasion_buff_hit_entity" muzzle_flash_entity = "biogenesis_01_evasion_buff_muzzle_entity" shield_impact = { size = small delay = 0.0 } #ballistic specific entity = "biogenesis_01_evasion_buff_projectile_entity" speed = 550.0 #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_missile = { #common for all types of projectiles name = "biogenesis_01_healing_projectile" color = { 1.0 0.5 0.0 1.0 } hit_entity = "biogenesis_01_healing_hit_entity" shield_hit_entity = "biogenesis_01_healing_hit_entity" muzzle_flash_entity = "biogenesis_01_healing_muzzle_entity" #missile specific data entity = "biogenesis_01_healing_projectile_entity" shield_impact = { size = large delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "biogenesis_01_mandible_attack" color = { 1.0 1.0 1.0 1.0 } hit_entity = "biogenesis_01_mandible_hit_entity" shield_hit_entity = "biogenesis_01_mandible_hit_entity" muzzle_flash_entity = "biogenesis_01_mandible_projectile_entity" shield_impact = { size = small delay = 0.0 } #ballistic specific entity = "biogenesis_01_mandible_projectile_entity" speed = 550.0 #preferred speed of the projectile max_duration = 0.1 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds }