# ARC EMITTER projectile_gfx_beam = { #common for all types of projectiles name = "arc_emitter" color = { 0.2 0.45 1.0 5.0 } hit_entity = "arc_emitter_hit_entity" shield_hit_entity = "arc_emitter_shield_hit_entity" muzzle_flash_entity = "arc_emitter_muzzle_entity" windup_entity = { invisible_extra_large_fixed = "arc_emitter_windup_entity" extra_large_turret = "arc_emitter_turret_windup_entity" } #beam specific data width = 15 texture_scroll_speed = 0.0 stretch_to_fit = yes texture_tiling = 3 hit = { alpha_curve = { 0.0 0.0 0.1 50.0 0.25 0.0 0.3 0.0 0.45 5.0 1.0 0.0 } duration = 0.4 } miss = { alpha_curve = { 0.0 0.0 0.1 50.0 0.25 0.0 0.3 0.0 0.45 5.0 1.0 0.0 } duration = 0.4 } texture = "gfx/models/combat_items/arc_emitter_diffuse.dds" shield_impact = { size = large delay = 0 } } projectile_gfx_beam = { #common for all types of projectiles name = "focused_arc_emitter" color = { 0.71 0.55 1.0 5.0 } hit_entity = "focused_arc_emitter_hit_entity" shield_hit_entity = "focused_arc_emitter_shield_hit_entity" muzzle_flash_entity = "focused_arc_emitter_muzzle_entity" windup_entity = { invisible_extra_large_fixed = "focused_arc_emitter_windup_entity" extra_large_turret = "focused_arc_emitter_turret_windup_entity" } #beam specific data width = 15 texture_scroll_speed = 0.0 stretch_to_fit = yes texture_tiling = 3 hit = { alpha_curve = { 0.0 0.0 0.1 50.0 0.25 0.0 0.3 0.0 0.45 5.0 1.0 0.0 } duration = 0.4 } miss = { alpha_curve = { 0.0 0.0 0.1 50.0 0.25 0.0 0.3 0.0 0.45 5.0 1.0 0.0 } duration = 0.4 } texture = "gfx/models/combat_items/arc_emitter_diffuse.dds" shield_impact = { size = large delay = 0 } } # PARTICLE LANCE projectile_gfx_beam = { #common for all types of projectiles name = "particle_lance" color = { 1.0 0.3 0.2 1.0 } hit_entity = "particle_lance_hit_entity" shield_hit_entity = "particle_lance_shield_hit_entity" muzzle_flash_entity = "particle_lance_muzzle_entity" windup_entity = { invisible_extra_large_fixed = "particle_lance_windup_entity" extra_large_turret = "particle_lance_turret_windup_entity" } #beam specific data width = 2.0 texture_scroll_speed = 2.5 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 2.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/energy_lance_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.1 } } projectile_gfx_beam = { #common for all types of projectiles name = "tachyon_lance" color = { 0.2 0.5 1.0 1.0 } hit_entity = "tachyon_lance_hit_entity" shield_hit_entity = "tachyon_lance_shield_hit_entity" muzzle_flash_entity = "tachyon_lance_muzzle_entity" windup_entity = { invisible_extra_large_fixed = "tachyon_lance_windup_entity" extra_large_turret = "tachyon_lance_turret_windup_entity" } #beam specific data width = 2.0 texture_scroll_speed = 2.5 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 2.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/energy_lance_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.1 } } # MASS ACCELERATOR projectile_gfx_ballistic = { #common for all types of projectiles name = "kinetic_artillery" color = { 1.0 1.0 1.0 1.0 } hit_entity = "kinetic_artillery_hit_entity" shield_hit_entity = "kinetic_artillery_shield_hit_entity" muzzle_flash_entity = "kinetic_artillery_muzzle_entity" #windup_entity = "kinetic_artillery_windup_entity" #ballistic specific entity = "kinetic_artillery_entity" speed = 450.0 #preferred speed of the projectile max_duration = 1.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds shield_impact = { size = large delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "adv_kinetic_artillery" color = { 1.0 1.0 1.0 1.0 } hit_entity = "adv_kinetic_artillery_hit_entity" shield_hit_entity = "adv_kinetic_artillery_shield_hit_entity" muzzle_flash_entity = "adv_kinetic_artillery_muzzle_entity" #windup_entity = "adv_kinetic_artillery_windup_entity" #ballistic specific entity = "adv_kinetic_artillery_entity" speed = 450.0 #preferred speed of the projectile max_duration = 1.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds shield_impact = { size = large delay = 0.0 } } projectile_gfx_ballistic = { #common for all types of projectiles name = "living_metal_kinetic_artillery" color = { 1.0 1.0 1.0 1.0 } hit_entity = "living_metal_kinetic_artillery_hit_entity" shield_hit_entity = "living_metal_kinetic_artillery_shield_hit_entity" muzzle_flash_entity = "living_metal_kinetic_artillery_muzzle_entity" #windup_entity = "" #ballistic specific entity = "living_metal_kinetic_artillery_entity" speed = 450.0 #preferred speed of the projectile max_duration = 1.0 #Speed of projectile might be scaled up in order to guarantee reaching the target within seconds shield_impact = { size = large delay = 0.0 } } # TITAN LASER projectile_gfx_beam = { #common for all types of projectiles name = "titan_laser" color = { 0.19 0.74 1.0 1.0 } hit_entity = "titan_laser_hit_entity" shield_hit_entity = "titan_laser_shield_hit_entity" muzzle_flash_entity = "titan_laser_muzzle_entity" windup_entity = "titan_laser_windup_entity" #beam specific data width = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.7 5.0 0.9 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/titan_laser_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #common for all types of projectiles name = "fallen_empire_02_titan_laser" color = { 0.2 0.7 0.6 1.0 } hit_entity = "fe02_titan_laser_hit_entity" shield_hit_entity = "fe02_titan_laser_shield_hit_entity" muzzle_flash_entity = "fe02_titan_laser_muzzle_entity" windup_entity = "fe02_titan_laser_windup_entity" #beam specific data width = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.7 5.0 0.9 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/titan_laser_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #common for all types of projectiles name = "fallen_empire_03_titan_laser" color = { 0.25 0.66 1.0 1.0 } hit_entity = "fe03_titan_laser_hit_entity" shield_hit_entity = "fe03_titan_laser_shield_hit_entity" muzzle_flash_entity = "fe03_titan_laser_muzzle_entity" windup_entity = "fe03_titan_laser_windup_entity" #beam specific data width = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.7 5.0 0.9 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/titan_laser_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #common for all types of projectiles name = "fallen_empire_04_titan_laser" color = { 1.0 0.58 0.58 0.4 } hit_entity = "fe04_titan_laser_hit_entity" shield_hit_entity = "fe04_titan_laser_shield_hit_entity" muzzle_flash_entity = "fe04_titan_laser_muzzle_entity" windup_entity = "fe04_titan_laser_windup_entity" #beam specific data width = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.7 5.0 0.9 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/titan_laser_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } projectile_gfx_beam = { #common for all types of projectiles name = "fallen_machine_empire_01_titan_laser" color = { 1.0 0.6 0.3 0.4 } hit_entity = "fme01_titan_laser_hit_entity" shield_hit_entity = "fme01_titan_laser_shield_hit_entity" muzzle_flash_entity = "fme01_titan_laser_muzzle_entity" windup_entity = "fme01_titan_laser_windup_entity" #beam specific data width = 10.0 texture_scroll_speed = 1.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.7 5.0 0.9 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 40.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/titan_laser_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.2 } } # Lens-Flare Beam (Hyperthermia crisis) projectile_gfx_beam = { name = "lens_flare_beam" color = { 1.0 0.6 0.0 1.0 } hit_entity = "tachyon_lance_hit_entity" shield_hit_entity = "tachyon_lance_shield_hit_entity" muzzle_flash_entity = "tachyon_lance_muzzle_entity" windup_entity = { invisible_extra_large_fixed = "tachyon_lance_windup_entity" extra_large_turret = "tachyon_lance_turret_windup_entity" } #beam specific data width = 2.0 texture_scroll_speed = 3.5 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/energy_lance_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.1 } } projectile_gfx_beam = { name = "starfire_cannon" color = { 1.0 0.4 0.0 1.0 } hit_entity = "particle_lance_hit_entity" shield_hit_entity = "particle_lance_shield_hit_entity" muzzle_flash_entity = "particle_lance_muzzle_entity" windup_entity = { invisible_extra_large_fixed = "particle_lance_windup_entity" extra_large_turret = "particle_lance_turret_windup_entity" } #beam specific data width = 2.5 texture_scroll_speed = 4.0 texture_tiling = 5.5 hit = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 3.0 } miss = { alpha_curve = { 0.0 0.0 0.05 0.0 0.1 100.0 0.4 5.0 0.6 0.0 1.0 0.0 } duration = 1.5 } texture = "gfx/models/combat_items/energy_lance_diffuse.dds" shield_impact = { size = large loop_duration = 0.5 delay = 0.1 } }