# PROJECTILE POINT DEFENCE projectile_gfx_ballistic = { #common for all types of projectiles name = "proj_pd" color = { 1.0 1.0 1.0 1.0 } hit_entity = "proj_pd_hit_entity" muzzle_flash_entity = "proj_pd_muzzle_entity" #ballistic specific entity = "proj_pd_entity" speed = 100.0 #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 } # RED LASER POINT DEFENCE projectile_gfx_beam = { #common for all types of projectiles name = "red_laser_pd" color = { 1.0 0.4 0.4 1.5 } hit_entity = "pd_red_laser_hit_entity" muzzle_flash_entity = "pd_red_laser_muzzle_entity" #beam specific data width = 0.05 texture_scroll_speed = 5.5 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 = 0.2 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 0.2 } texture = "gfx/models/combat_items/laser_diffuse2.dds" } # BLUE LASER POINT DEFENCE projectile_gfx_beam = { #common for all types of projectiles name = "blue_laser_pd" color = { 0.15 0.4 1.0 2.0 } hit_entity = "pd_blue_laser_hit_entity" muzzle_flash_entity = "pd_blue_laser_muzzle_entity" #beam specific data width = 0.05 texture_scroll_speed = 5.5 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 = 0.2 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 0.2 } texture = "gfx/models/combat_items/laser_diffuse2.dds" } # WHITE LASER POINT DEFENCE projectile_gfx_beam = { #common for all types of projectiles name = "white_laser_pd" color = { 1.0 1.0 1.0 1.5 } hit_entity = "pd_white_laser_hit_entity" muzzle_flash_entity = "pd_white_laser_muzzle_entity" #beam specific data width = 0.05 texture_scroll_speed = 5.5 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 = 0.2 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 50.0 0.8 5.0 1.0 0.0 } duration = 0.2 } texture = "gfx/models/combat_items/laser_diffuse2.dds" } projectile_gfx_beam = { #common for all types of projectiles name = "flak_pd_1" color = { 0.6 0.6 0.6 1.0 } hit_entity = "auto_cannons_medium_hit_entity" shield_hit_entity = "auto_cannons_medium_hit_entity" muzzle_flash_entity = "auto_cannons_medium_muzzle_entity" #beam specific data width = 0.5 texture_scroll_speed = 10 texture_tiling = 25.0 hit = { alpha_curve = { 0.0 0.0 0.2 1.0 0.9 1.0 1.0 0.0 } duration = 1.0 } miss = { alpha_curve = { 0.0 0.0 0.2 1.0 0.9 1.0 1.0 0.0 } duration = 0.2 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = small loop_duration = 1.5 delay = 0.0 } } projectile_gfx_beam = { #common for all types of projectiles name = "flak_pd_2" color = { 0.6 1.0 0.6 1.0 } hit_entity = "auto_cannons_medium_hit_entity" shield_hit_entity = "auto_cannons_medium_hit_entity" muzzle_flash_entity = "auto_cannons_medium_muzzle_entity" #beam specific data width = 0.5 texture_scroll_speed = 15 texture_tiling = 25.0 hit = { alpha_curve = { 0.0 0.0 0.2 1.0 0.9 1.0 1.0 0.0 } duration = 1.5 } miss = { alpha_curve = { 0.0 0.0 0.2 1.0 0.9 1.0 1.0 0.0 } duration = 0.2 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = small loop_duration = 1.5 delay = 0.0 } } projectile_gfx_beam = { #common for all types of projectiles name = "flak_pd_3" color = { 1.0 0.6 0.6 1.0 } hit_entity = "auto_cannons_medium_hit_entity" shield_hit_entity = "auto_cannons_medium_hit_entity" muzzle_flash_entity = "auto_cannons_medium_muzzle_entity" #beam specific data width = 0.5 texture_scroll_speed = 15 texture_tiling = 25.0 hit = { alpha_curve = { 0.0 0.0 0.2 1.0 0.9 1.0 1.0 0.0 } duration = 1.5 } miss = { alpha_curve = { 0.0 0.0 0.2 1.0 0.9 1.0 1.0 0.0 } duration = 0.2 } texture = "gfx/models/combat_items/auto_cannon_diffuse.dds" shield_impact = { size = small loop_duration = 1.5 delay = 0.0 } }