#All files in gfx/projectiles are reloadable with the "reload projectiles" console command #Filewatcher is also enabled for all files projectile_gfx_missile = { #common for all types of projectiles name = "example_missile" color = { 1.0 0.5 0.0 1.0 } hit_entity = "test_explosion" muzzle_flash_entity = "axis_effect_entity" shield_impact = { size = large#/small/medium delay = 0 #loop_duration = 2.5 } #missile specific data entity = "molluscoid_01_missle_entity" } projectile_gfx_beam = { #common for all types of projectiles name = "example_beam" color = { 1.0 0.4 0.4 1.5 } hit_entity = "test_explosion" muzzle_flash_entity = "axis_effect_entity" shield_impact = { size = large#/small/medium delay = 0 #loop_duration = 2.5 } #beam specific data hit = { alpha_curve = { #interpolated alpha value over time. format is { timestamp value timestamp value timestamp value } 0.0 0.0 0.25 1.0 0.75 1.0 1.0 0.0 } duration = 1.0 } miss = { alpha_curve = { #interpolated alpha value over time. format is { timestamp value timestamp value timestamp value } 0.0 0.0 0.25 1.0 0.75 1.0 1.0 0.0 } duration = 1.0 } width = 2.0 texture_scroll_speed = 0.5 texture_tiling = 1.0 texture = "gfx/models/combat_items/laser_diffuse.dds" } projectile_gfx_ballistic = { #common for all types of projectiles name = "example_ballistic" color = { 1.0 0.5 0.0 1.0 } hit_entity = "test_explosion" muzzle_flash_entity = "missile_small_muzzle_flash_entity" #ballistic specific entity = "test_object_entity" speed = 150.0 #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 } #don't remove this. It is referenced in 00_defines.txt as a fallback object projectile_gfx_missile = { name = "default_missile_projectile" color = { 1.0 0.5 0.0 1.0 } hit_entity = "test_explosion" muzzle_flash_entity = "axis_effect_entity" entity = "molluscoid_01_missle_entity" } #don't remove this. It is referenced in 00_defines.txt as a fallback object projectile_gfx_beam = { name = "default_instant_projectile" color = { 1.0 0.5 0.0 1.0 } hit_entity = "test_explosion" muzzle_flash_entity = "axis_effect_entity" #beam specific data hit = { alpha_curve = { #interpolated alpha value over time. format is { timestamp value timestamp value timestamp value } 0.0 0.0 0.25 1.0 0.75 1.0 1.0 0.0 } duration = 1.0 } miss = { alpha_curve = { #interpolated alpha value over time. format is { timestamp value timestamp value timestamp value } 0.0 0.0 0.25 1.0 0.75 1.0 1.0 0.0 } duration = 1.0 } width = 3.0 texture_scroll_speed = 1.0 texture_tiling = 1.0 texture = "gfx/models/combat_items/laser_diffuse.dds" }