prob, something like this,
in .weapon file:
{
"id":"moddedblaster", # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"MEDIUM",
...
"projectileSpecId":"interceptible_shot", "fireSoundTwo":"pewpewsounds",
}
in .proj file:
{
"id":"interceptible_shot",
"specClass":"missile",
"missileType":"MISSILE", ...
look into a missile to look for the configuration you want,
but it's mostly changing the original blaster shot into a 'missile'
Blaster:
"specClass":"projectile",
"spawnType":"BALLISTIC_AS_BEAM",
"collisionClass":"RAY",
"collisionClassByFighter":"RAY_FIGHTER",
Interceptable
"id":"...",
"specClass":"missile",
"missileType":"MISSILE",
"sprite":"...",
"size":[10,21],
"center":[6,14],
"collisionRadius":16,
"collisionClass":"MISSILE_NO_FF",
"explosionColor":[123,123,123,123], # purely visual, will get a white additively blended core on top of this color
"explosionRadius":100, # purely visual
"maxFlightTime":1.6,
"engineSpec":{"turnAcc":0,
"turnRate":0,
"maxSpeed":1000,
"acc":0,
"dec":0},
Note, the game seems to have a limitation on the speed of certain objects ( missiles and ships ) (600 m/s max)
This means you won't be able to have a projectile that'll move as fast as an original heavy blaster shot ( 1000 m/s)