# INFRARED LASERS projectile_gfx_beam = { #common for all types of projectiles name = "infrared_laser_s" color = { 1.0 0.4 0.4 0.15 } hit_entity = "infrared_laser_small_hit_entity" shield_hit_entity = "infrared_laser_small_shield_hit_entity" muzzle_flash_entity = "infrared_laser_small_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/laser_diffuse2.dds" shield_impact = { size = small loop_duration = 0.5 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "infrared_laser_m" color = { 1.0 0.4 0.4 0.2 } hit_entity = "infrared_laser_medium_hit_entity" shield_hit_entity = "infrared_laser_medium_shield_hit_entity" muzzle_flash_entity = "infrared_laser_medium_muzzle_entity" #beam specific data width = 1.0 texture_scroll_speed = 2.5 texture_tiling = 80.0 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 50.0 0.8 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = medium loop_duration = 1.5 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "infrared_laser_l" color = { 1.0 0.4 0.4 0.2 } hit_entity = "infrared_laser_large_hit_entity" shield_hit_entity = "infrared_laser_large_shield_hit_entity" muzzle_flash_entity = "infrared_laser_large_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 5.5 texture_tiling = 40.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.65 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = large loop_duration = 2.5 delay = 0.1 } } # BLUE LASERS projectile_gfx_beam = { #common for all types of projectiles name = "blue_laser_s" color = { 0.15 0.4 1.0 2.0 } hit_entity = "blue_laser_small_hit_entity" shield_hit_entity = "blue_laser_small_shield_hit_entity" muzzle_flash_entity = "blue_laser_small_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/laser_diffuse2.dds" shield_impact = { size = small loop_duration = 0.8 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "blue_laser_m" color = { 0.15 0.4 1.0 0.2 } hit_entity = "blue_laser_medium_hit_entity" shield_hit_entity = "blue_laser_medium_shield_hit_entity" muzzle_flash_entity = "blue_laser_medium_muzzle_entity" #beam specific data width = 1.0 texture_scroll_speed = 2.5 texture_tiling = 80.0 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 50.0 0.8 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = medium loop_duration = 1.95 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "blue_laser_l" color = { 0.15 0.4 1.0 0.2 } hit_entity = "blue_laser_large_hit_entity" shield_hit_entity = "blue_laser_large_shield_hit_entity" muzzle_flash_entity = "blue_laser_large_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 5.5 texture_tiling = 40.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.65 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = large loop_duration = 2.8 delay = 0.1 } } # UV LASERS projectile_gfx_beam = { #common for all types of projectiles name = "uv_laser_s" color = { 0.8 0.3 1.0 0.2 } hit_entity = "uv_laser_small_hit_entity" shield_hit_entity = "uv_laser_small_shield_hit_entity" muzzle_flash_entity = "uv_laser_small_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/laser_diffuse2.dds" shield_impact = { size = small loop_duration = 0.8 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "uv_laser_m" color = { 0.6 0.3 1.0 0.2 } hit_entity = "uv_laser_medium_hit_entity" shield_hit_entity = "uv_laser_medium_shield_hit_entity" muzzle_flash_entity = "uv_laser_medium_muzzle_entity" #beam specific data width = 1.0 texture_scroll_speed = 2.5 texture_tiling = 80.0 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 50.0 0.8 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = medium loop_duration = 1.95 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "uv_laser_l" color = { 0.55 0.3 1.0 0.2 } hit_entity = "uv_laser_large_hit_entity" shield_hit_entity = "uv_laser_large_shield_hit_entity" muzzle_flash_entity = "uv_laser_large_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 5.5 texture_tiling = 40.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.65 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = large loop_duration = 2.8 delay = 0.1 } } # XRAY LASERS projectile_gfx_beam = { #common for all types of projectiles name = "xray_laser_s" color = { 0.4 1.0 0.4 0.2 } hit_entity = "xray_laser_small_hit_entity" shield_hit_entity = "xray_laser_small_shield_hit_entity" muzzle_flash_entity = "xray_laser_small_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/laser_diffuse2.dds" shield_impact = { size = small loop_duration = 0.8 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "xray_laser_m" color = { 0.4 1.0 0.4 0.2 } hit_entity = "xray_laser_medium_hit_entity" shield_hit_entity = "xray_laser_medium_shield_hit_entity" muzzle_flash_entity = "xray_laser_medium_muzzle_entity" #beam specific data width = 1.0 texture_scroll_speed = 2.5 texture_tiling = 80.0 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 50.0 0.8 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = medium loop_duration = 1.95 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "xray_laser_l" color = { 0.4 1.0 0.4 0.2 } hit_entity = "xray_laser_large_hit_entity" shield_hit_entity = "xray_laser_large_shield_hit_entity" muzzle_flash_entity = "xray_laser_large_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 5.5 texture_tiling = 40.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.65 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = large loop_duration = 2.8 delay = 0.1 } } # GAMMA LASERS projectile_gfx_beam = { #common for all types of projectiles name = "gamma_laser_s" color = { 1.0 0.45 0.15 0.2 } hit_entity = "gamma_laser_small_hit_entity" shield_hit_entity = "gamma_laser_small_shield_hit_entity" muzzle_flash_entity = "gamma_laser_small_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/laser_diffuse2.dds" shield_impact = { size = small loop_duration = 0.8 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "gamma_laser_m" color = { 1.0 0.45 0.15 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 = 1.0 texture_scroll_speed = 2.5 texture_tiling = 80.0 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 50.0 0.8 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = medium loop_duration = 1.95 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "gamma_laser_l" color = { 1.0 0.45 0.15 0.2 } hit_entity = "gamma_laser_large_hit_entity" shield_hit_entity = "gamma_laser_large_shield_hit_entity" muzzle_flash_entity = "gamma_laser_large_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 5.5 texture_tiling = 40.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.65 5.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/laser_diffuse2.dds" shield_impact = { size = large loop_duration = 2.8 delay = 0.1 } } # DISRUPTOR 1 projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_1_small" color = { 1.0 0.95 0.4 2.5 } hit_entity = "disruptor_1_small_hit_entity" shield_hit_entity = "disruptor_1_small_shield_hit_entity" muzzle_flash_entity = "disruptor_1_small_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 2.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_1_medium" color = { 1.0 0.95 0.4 2.5 } hit_entity = "disruptor_1_medium_hit_entity" shield_hit_entity = "disruptor_1_medium_shield_hit_entity" muzzle_flash_entity = "disruptor_1_medium_muzzle_entity" #beam specific data width = 3.6 texture_scroll_speed = 1.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_1_large" color = { 1.0 0.95 0.4 2.5 } hit_entity = "disruptor_1_large_hit_entity" shield_hit_entity = "disruptor_1_large_shield_hit_entity" muzzle_flash_entity = "disruptor_1_large_muzzle_entity" #beam specific data width = 5.0 texture_scroll_speed = 1.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } # DISRUPTOR 2 projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_2_small" color = { 0.5 0.85 1.0 4.5 } hit_entity = "disruptor_2_small_hit_entity" shield_hit_entity = "disruptor_2_small_shield_hit_entity" muzzle_flash_entity = "disruptor_2_small_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 2.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_2_medium" color = { 0.5 0.85 1.0 4.5 } hit_entity = "disruptor_2_medium_hit_entity" shield_hit_entity = "disruptor_2_medium_shield_hit_entity" muzzle_flash_entity = "disruptor_2_medium_muzzle_entity" #beam specific data width = 3.6 texture_scroll_speed = 1.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_2_large" color = { 0.5 0.85 1.0 4.5 } hit_entity = "disruptor_2_large_hit_entity" shield_hit_entity = "disruptor_2_large_shield_hit_entity" muzzle_flash_entity = "disruptor_2_large_muzzle_entity" #beam specific data width = 5.0 texture_scroll_speed = 1.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } # DISRUPTOR 3 projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_3_small" color = { 0.6 1.0 0.6 2.5 } hit_entity = "disruptor_3_small_hit_entity" shield_hit_entity = "disruptor_3_small_shield_hit_entity" muzzle_flash_entity = "disruptor_3_small_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 2.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_3_medium" color = { 0.6 1.0 0.6 2.5 } hit_entity = "disruptor_3_medium_hit_entity" shield_hit_entity = "disruptor_3_medium_shield_hit_entity" muzzle_flash_entity = "disruptor_3_medium_muzzle_entity" #beam specific data width = 3.6 texture_scroll_speed = 1.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "disruptor_3_large" color = { 0.6 1.0 0.6 2.5 } hit_entity = "disruptor_3_large_hit_entity" shield_hit_entity = "disruptor_3_large_shield_hit_entity" muzzle_flash_entity = "disruptor_3_large_muzzle_entity" #beam specific data width = 5.0 texture_scroll_speed = 3.0 stretch_to_fit = no texture_tiling = 2.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 1.0 0.8 0.5 1.0 0.0 } duration = 1.75 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.4 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/disruptor_diffuse.dds" shield_impact = { size = large loop_duration = 1.25 delay = 0 } } ## SPACE CLOUD LASER # #projectile_gfx_beam = { # #common for all types of projectiles # name = "space_cloud_laser" # color = { 1.0 0.8 1.0 2.0 } # hit_entity = "space_cloud_laser_hit_entity" # #muzzle_flash_entity = "space_cloud_laser_muzzle_entity" # # #beam specific data # width = 1.2 # texture_scroll_speed = 20.5 # texture_tiling = 40.0 # hit = { # alpha_curve = { # 0.0 0.0 # 0.05 0.0 # 0.2 50.0 # 0.8 5.0 # 1.0 0.0 # } # duration = 3.0 # } # miss = { # alpha_curve = { # 0.0 0.0 # 0.05 0.0 # 0.2 50.0 # 0.8 5.0 # 1.0 0.0 # } # duration = 3.0 # } # texture = "gfx/models/combat_items/laser_diffuse2.dds" #} # SPACE WHALE WEAPON projectile_gfx_beam = { #common for all types of projectiles name = "space_whale_weapon" color = { 0.8 1.0 0.8 0.5 } hit_entity = "space_whale_weapon_hit_entity" shield_hit_entity = "space_whale_weapon_shield_hit_entity" muzzle_flash_entity = "space_whale_weapon_muzzle_entity" #beam specific data width = 5.3 texture_scroll_speed = -0.5 texture_tiling = 15.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 1.5 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 0.0 0.8 0.0 1.0 0.0 } duration = 0.75 } texture = "gfx/models/combat_items/space_whale_cloud_beam.dds" shield_impact = { size = medium loop_duration = 0.8 delay = 0.1 } } # DARK MATTER LASER projectile_gfx_beam = { #common for all types of projectiles name = "dark_matter_laser_l" # color = { 0.6 0.25 0.97 1 } color = { 0.6 0.75 1.0 1 } hit_entity = "dark_matter_laser_large_hit_entity" shield_hit_entity = "dark_matter_laser_large_shield_hit_entity" muzzle_flash_entity = "dark_matter_laser_large_muzzle_entity" #beam specific data width = 3.50 texture_scroll_speed = 0.15 texture_tiling = 70.0 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 15.0 0.8 1.0 1.0 0.0 } duration = 0.65 } texture = "gfx/models/combat_items/black_matter_laser.dds" shield_impact = { size = small loop_duration = 0.5 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "dark_matter_laser_m" # color = { 0.6 0.25 0.97 1 } color = { 0.6 0.75 1.0 1 } hit_entity = "dark_matter_laser_medium_hit_entity" shield_hit_entity = "dark_matter_laser_medium_shield_hit_entity" muzzle_flash_entity = "dark_matter_laser_medium_muzzle_entity" #beam specific data width = 2.50 texture_scroll_speed = 0.15 texture_tiling = 60.0 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 15.0 0.8 1.0 1.0 0.0 } duration = 0.45 } texture = "gfx/models/combat_items/black_matter_laser.dds" shield_impact = { size = small loop_duration = 0.5 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "dark_matter_laser_s" # color = { 0.6 0.25 0.97 1 } color = { 0.6 0.75 1.0 1 } hit_entity = "dark_matter_laser_small_hit_entity" shield_hit_entity = "dark_matter_laser_small_shield_hit_entity" muzzle_flash_entity = "dark_matter_laser_small_muzzle_entity" #beam specific data width = 2.0 texture_scroll_speed = 0.15 texture_tiling = 50.0 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 15.0 0.8 1.0 1.0 0.0 } duration = 0.35 } texture = "gfx/models/combat_items/black_matter_laser.dds" shield_impact = { size = small loop_duration = 0.5 delay = 0.1 } }