projectile_gfx_beam = { #common for all types of projectiles name = "scout_laser_1" color = { 1.0 0.4 0.4 0.2 } 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 = 0.5 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 = 1.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.2 5.0 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 = "techno_scout_laser_1" 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 = 0.3 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 = 1.0 } 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 = small loop_duration = 0.8 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "techno_strike_craft_laser_3" 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 = 0.3 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 = 1.0 } 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 = small loop_duration = 0.8 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "strike_craft_laser_1" 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 = 0.3 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 = 1.0 } 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 = small loop_duration = 0.8 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "strike_craft_laser_2" 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 = 0.3 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 = 1.0 } 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 = small loop_duration = 0.8 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "strike_craft_laser_3" 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 = 0.3 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 = 1.0 } 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 = small loop_duration = 0.8 delay = 0.1 } }