#Dragon projectile_gfx_beam = { #common for all types of projectiles name = "dragon_weapon" color = { 1.0 0.4 0.05 1.0 } hit_entity = "dragon_weapon_hit_entity" shield_hit_entity = "dragon_weapon_shield_hit_entity" muzzle_flash_entity = "dragon_weapon_muzzle_entity" windup_entity = "dragon_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 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } 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 = "dragon_weapon_ice" color = { 0.5 0.85 0.95 1.0 } hit_entity = "aquatic_dragon_weapon_hit_entity" shield_hit_entity = "aquatic_dragon_weapon_shield_hit_entity" muzzle_flash_entity = "aquatic_dragon_weapon_muzzle_entity" windup_entity = "aquatic_dragon_weapon_windup_entity" #beam specific data width = 15.0 texture_scroll_speed = 4.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.3 0.0 0.4 5.0 0.45 8.0 0.7 9.0 0.9 2.0 1.0 0.0 } duration = 4.50 } miss = { alpha_curve = { 0.0 0.0 0.2 0.0 0.3 3.0 0.4 2.0 0.9 0.5 1.0 0.0 } duration = 3.1 } 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_ballistic = { #common for all types of projectiles name = "dragon_wing_weapon" color = { 0.8 0.8 1.0 0.0 } hit_entity = "dragon_wing_hit_entity" shield_hit_entity = "dragon_wing_shield_hit_entity" muzzle_flash_entity = "dragon_wing_muzzle_entity" #ballistic specific entity = "dragon_wing_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 shield_impact = { size = medium delay = 0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "dragon_wing_weapon_ice" color = { 0.8 0.8 1.0 0.0 } hit_entity = "aquatic_dragon_wing_hit_entity" shield_hit_entity = "aquatic_dragon_wing_shield_hit_entity" muzzle_flash_entity = "aquatic_dragon_wing_muzzle_entity" #ballistic specific entity = "aquatic_dragon_wing_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 shield_impact = { size = medium delay = 0 } } projectile_gfx_beam = { #this is copied from arc_emitter #common for all types of projectiles name = "dragon_tertiary_weapon_ice" color = { 0.2 0.45 1.0 5.0 } hit_entity = "arc_emitter_hit_entity" shield_hit_entity = "arc_emitter_shield_hit_entity" muzzle_flash_entity = "arc_emitter_muzzle_entity" windup_entity = { invisible_extra_large_fixed = "arc_emitter_windup_entity" extra_large_turret = "arc_emitter_turret_windup_entity" } #beam specific data width = 15 texture_scroll_speed = 0.0 stretch_to_fit = yes texture_tiling = 3 hit = { alpha_curve = { 0.0 0.0 0.1 50.0 0.25 0.0 0.3 0.0 0.45 5.0 1.0 0.0 } duration = 0.4 } miss = { alpha_curve = { 0.0 0.0 0.1 50.0 0.25 0.0 0.3 0.0 0.45 5.0 1.0 0.0 } duration = 0.4 } texture = "gfx/models/combat_items/arc_emitter_diffuse.dds" shield_impact = { size = large delay = 0 } } #Technosphere projectile_gfx_beam = { #common for all types of projectiles name = "technosphere_weapon" color = { 1.0 0.4 0.05 1.0 } hit_entity = "dragon_weapon_hit_entity" shield_hit_entity = "dragon_weapon_shield_hit_entity" muzzle_flash_entity = "dragon_weapon_muzzle_entity" #windup_entity = "dragon_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 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } 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 } } #Stellarite projectile_gfx_beam = { #common for all types of projectiles name = "stellarite_titan_laser" color = { 1.0 0.7 0.4 0.4 } hit_entity = "stellarite_titan_laser_hit_entity" shield_hit_entity = "stellarite_titan_laser_shield_hit_entity" muzzle_flash_entity = "stellarite_titan_laser_muzzle_entity" windup_entity = "stellarite_titan_laser_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 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/titan_laser_diffuse.dds" set_state = { 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_ballistic = { #common for all types of projectiles name = "stellarite_plasma" color = { 0.8 0.8 1.0 0.0 } hit_entity = "stellarite_plasma_hit_entity" shield_hit_entity = "stellarite_plasma_shield_hit_entity" muzzle_flash_entity = "stellarite_plasma_muzzle_entity" #ballistic specific entity = "stellarite_plasma_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 shield_impact = { size = medium delay = 0 } } projectile_gfx_missile = { #common for all types of projectiles name = "stellarite_missile" color = { 0.8 0.8 1.0 0.0 } hit_entity = "stellarite_plasma_hit_entity" shield_hit_entity = "stellarite_plasma_shield_hit_entity" muzzle_flash_entity = "stellarite_plasma_muzzle_entity" #missile specific data entity = "stellarite_missile_entity" shield_impact = { size = medium delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "stellarite_pd" color = { 1.0 0.7 0.5 0.2 } #hit_entity = "gamma_laser_medium_hit_entity" shield_hit_entity = "gamma_laser_medium_shield_hit_entity" #muzzle_flash_entity = "gamma_laser_medium_muzzle_entity" #beam specific data width = 0.6 texture_scroll_speed = 10.5 texture_tiling = 10.0 hit = { alpha_curve = { 0.0 0.0 0.03 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 2.0 } miss = { alpha_curve = { 0.0 0.0 0.03 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 0#0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = medium loop_duration = 1.95 delay = 0.1 } } # Dimensional Horror projectile_gfx_beam = { #common for all types of projectiles name = "dimensional_horror_spike_weapon" color = { 0.0 0.0 0.0 0.0 } hit_entity = "dimensional_horror_appendage_entity" shield_hit_entity = "dimensional_horror_appendage_entity" #muzzle_flash_entity = "stellarite_titan_laser_muzzle_entity" #beam specific data width = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 1.0 0.0 } duration = 1.5 } 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 = "dimensional_titan_laser" color = { 0.8 0.6 1.0 0.4 } hit_entity = "dimensional_titan_laser_hit_entity" shield_hit_entity = "dimensional_titan_laser_shield_hit_entity" muzzle_flash_entity = "dimensional_titan_laser_muzzle_entity" windup_entity = "dimensional_titan_laser_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 = { section = "attack" } #set_state_windup = { # #ship = "test2" # #component = "test1" # section = "attack_windup" #} shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } ########### Toxic God ########### projectile_gfx_beam = { #this is copied from arc_emitter name = "toxic_god_beam_weapon" color = { 0.55 0.75 0.3 1.0 } hit_entity = "toxic_god_perdition_beam_hit_entity" shield_hit_entity = "toxic_god_perdition_beam_shield_hit_entity" muzzle_flash_entity = "toxic_god_perdition_beam_muzzle_entity" windup_entity = "toxic_god_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_ballistic = { #common for all types of projectiles name = "toxic_god_weapon_projectile" color = { 0.8 0.8 1.0 0.0 } hit_entity = "toxic_god_01_projectile_hit_entity" shield_hit_entity = "toxic_god_01_projectile_shield_hit_entity" muzzle_flash_entity = "toxic_god_01_projectile_muzzle_entity" #ballistic specific entity = "toxic_god_01_projectile_entity" speed = 250.0 #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 shield_impact = { size = medium delay = 0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "toxic_god_proj_pd" color = { 1.0 1.0 1.0 1.0 } hit_entity = "toxic_god_proj_pd_hit_entity" muzzle_flash_entity = "toxic_god_proj_pd_muzzle_entity" #ballistic specific entity = "toxic_god_proj_pd_entity" speed = 400.0 #preferred speed of the projectile max_duration = 1.5 #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 = "toxic_god_strike_craft_weapon" color = { 0.9 1.0 0.2 0.05 } hit_entity = "toxic_god_strike_craft_hit_entity" shield_hit_entity = "toxic_god_strike_craft_shield_hit_entity" muzzle_flash_entity = "toxic_god_strike_craft_muzzle_entity" shield_impact = { size = small delay = 0.0 } #ballistic specific entity = "toxic_god_strike_craft_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 }