projectile_gfx_beam = { #common for all types of projectiles name = "synth_queen_01_gamma_laser_l" color = { 0.9 0.3 0.1 0.3 } 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 = 1.0 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 } } projectile_gfx_beam = { name = "synth_queen_01_perdition_beam" color = { 1 0.5 0.15 1.0 } hit_entity = "perdition_beam_hit_entity" shield_hit_entity = "perdition_beam_shield_hit_entity" muzzle_flash_entity = "synth_queen_01_perdition_beam_muzzle_entity" windup_entity = "synth_queen_01_perdition_beam_windup_entity" #beam specific data width = 5.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 20.0 0.7 5.0 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 } }