# example_beam = { # # texture = "gfx/models/combat_items/laser_diffuse2.dds" # # color = { 1.0 1.0 1.0 1.0 } # # windup_entity = "colossus_shatter_planet_windup_entity" # # ship_fire_entity = "colossus_shatter_planet_muzzle_entity" # # planet_hit_entity = "colossus_shatter_planet_hit_entity" # # megastructure_hit_entity = "colossus_shatter_megastructure_hit_entity" # # # Has the same options as the other beam states # windup = { # duration = 10.0 # } # start = { # # If the ship's entity has a state called "kill_planet" # # and that state has an event with id "beam_start" then # # the game will delay this state until that event has # # fired. This allows the entities to set their own timing # # and allows more freedom in the animations. # # duration = 1.0 # # #width, texture_scroll_speed, texture_tiling, and alpha all support animation curves and constant assignment # # for example, width = 1.0 will give the beam a constant width of 1.0 # # width = { 0.0 1.0 1.0 2.0 } will make the beam start with a width of 1.0 and interpolate to a width of 2.0 after one second has passed # # width = { timestamp value timestamp value timestamp value } # # timestamp values are scaled so that 1.0 matches duration # width = { # 0.0 01.0 # 1.0 10.0 # } # texture_scroll_speed = { # 0.0 -0.1 # 0.95 -0.1 # 1.0 5.0 # } # texture_tiling = 5.0 # alpha = { # 0.0 0.0 # 0.9 1.0 # 1.0 5.0 # } # } # in_progress = { # duration = 10.0 # width = { # 0.0 10.0 # 0.5 15.0 # 1.0 10.0 # } # texture_scroll_speed = { # 0.0 1.5 # } # texture_tiling = { # 0.0 5.0 # } # alpha = { # 0.0 3.0 # 0.5 2.0 # 1.0 3.0 # } # } # end = { # duration = 1.0 # width = { # 0.0 10.0 # 1.0 0.0 # } # texture_scroll_speed = 5.0 # texture_tiling = 5.0 # alpha = { # 0.0 5.0 # 1.0 0.0 # } # } # # fade = { # # { } # fade_in = { 0.0 50.0 } # fade_out = { 1.0 50.0 } # } #}