# Scavenger Bot projectile_gfx_ballistic = { #common for all types of projectiles name = "scavenger_bot_main_weapon" color = { 1.0 1.0 1.0 1.0 } hit_entity = "scavenger_bot_main_weapon_hit_entity" shield_hit_entity = "scavenger_bot_main_weapon_shield_hit_entity" muzzle_flash_entity = "scavenger_bot_main_weapon_muzzle_entity" windup_entity = "scavenger_bot_main_weapon_windup_entity" #ballistic specific entity = "scavenger_bot_main_weapon_entity" speed = 350.0 #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_missile = { #common for all types of projectiles name = "scavenger_bot_secondary_weapon" color = { 1.0 0.5 0.0 1.0 } hit_entity = "missile_large_hit_entity" shield_hit_entity = "missile_large_shield_hit_entity" muzzle_flash_entity = "scavenger_bot_secondary_muzzle_flash_entity" #missile specific data entity = "scavenger_bot_secondary_weapon_entity" shield_impact = { size = large delay = 0.0 } } # Elder Tiyanki projectile_gfx_beam = { #common for all types of projectiles name = "elder_tiyanki_weapon" color = { 1.0 0.8 0.7 0.2 } hit_entity = "elder_tiyanki_weapon_hit_entity" shield_hit_entity = "elder_tiyanki_weapon_shield_hit_entity" muzzle_flash_entity = "elder_tiyanki_weapon_muzzle_entity" windup_entity = "elder_tiyanki_weapon_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 0.9 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.7 5.0 0.9 0.0 1.0 0.0 } duration = 3.0 } texture = "gfx/models/combat_items/titan_laser_diffuse.dds" #set_state = { # #ship = "test2" # #component = "test1" # section = "attack" #} #set_state_windup = { # #ship = "test2" # #component = "test1" # section = "attack_windup" #} shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #common for all types of projectiles name = "elder_tiyanki_secondary_weapon" color = { 1.0 0.8 0.3 0.8 } hit_entity = "elder_tiyanki_secondary_weapon_hit_entity" shield_hit_entity = "elder_tiyanki_secondary_weapon_shield_hit_entity" #muzzle_flash_entity = "" #beam specific data width = 12.0 texture_scroll_speed = -0.5 texture_tiling = 10.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 2.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 0.0 0.8 0.0 1.0 0.0 } duration = 0.1 } texture = "gfx/models/combat_items/elder_tiyanki_secondary_weapon_beam.dds" shield_impact = { size = medium loop_duration = 0.8 delay = 0.1 } } # Voidspawn projectile_gfx_missile = { #common for all types of projectiles name = "voidspawn_missile" color = { 1.0 0.5 0.0 1.0 } hit_entity = "voidspawn_missile_hit_entity" shield_hit_entity = "voidspawn_missile_shield_hit_entity" muzzle_flash_entity = "voidspawn_missile_muzzle_entity" #missile specific data entity = "leviathans_01_voidspawn_projectile_entity" shield_impact = { size = large delay = 0.0 } } # Gatebuilders projectile_gfx_missile = { #common for all types of projectiles name = "gatebuilder_torpedo" 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" #missile specific data entity = "proton_torpedoes_entity" shield_impact = { size = large delay = 0.0 } } projectile_gfx_beam = { #common for all types of projectiles name = "gatebuilder_titan_weapon" color = { 0.5 1.0 0.75 0.8 } hit_entity = "gatebuilder_titan_weapon_hit_entity" shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity" muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity" windup_entity = "gatebuilder_titan_weapon_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 20.0 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 } }