beam
set 0× in templates and rigs
A sustained energy column cast along a path or at a node: an orb winds up over `charge`, the column races out over `travel`, burns through `hold`, and collapses to a thread over `fade`.
beam(charge=1 coil-flare=1 coil-glow=1)
Attributes
chargenumberSeconds the orb winds up before the column is let out (default 0.42).0×coil-flarenumber0×coil-glownumber0×coil-opacitynumber0×coil-pulsenumber0×coil-pulse-freqnumber0×coil-pulse-speednumber0×coil-radiusnumber0×coil-sharpnumber0×coil-speednumber0×coil-thicknessnumber0×coil-turnsnumber0×coil-width-tipnumber0×coilsnumber0×color-coilcolour #rrggbb0×color-coil-edgecolour #rrggbb0×color-corecolour #rrggbb0×color-halocolour #rrggbb0×color-innercolour #rrggbb0×color-outercolour #rrggbb0×color-ringcolour #rrggbb0×core-fillnumber0×core-sharpnumber0×core-widthnumber0×edge-powernumber0×everynumber0×fadenumberSeconds it takes to collapse (default 0.4).0×flarenumber0×flare-widthnumber0×flow-speednumber0×from"x y z"Where it leaves: `x y z` or a node's id.0×glownumber0×halo-opacitynumber0×halo-rimnumber0×halo-widthnumber0×holdnumberSeconds it burns once it lands (default 1.15).0×lighttrue / false`true` adds a point light riding the burning end.0×light-decaynumber0×light-distancenumber0×light-intensitynumber0×looptrue / false0×mouth-glownumber0×mouth-lengthnumber0×opacitynumber0×orb-bandsnumber0×orb-flownumber0×orb-glownumber0×orb-opacitynumber0×orb-rimnumber0×orb-scalenumber0×orb-sizenumber0×orb-throbnumber0×orb-throb-speednumber0×orb-turbulencenumber0×pathtextThe axis, `x y z; x y z; …` in mm (at least two points).0×radiusnumberHalf-width at the target, mm (default 5.5% of the span).0×radius-curvenumber0×radius-nearnumber0×ring-fadenumber0×ring-glownumber0×ring-innernumber0×ring-opacitynumber0×ring-outernumber0×ring-sharpnumber0×ring-speednumber0×ring-swellnumber0×ringsnumber0×ripplenumber0×ripple-bandsnumber0×ripple-scalenumber0×ripple-speednumber0×sagnumber0×seednumber0×shell-fillnumber0×shell-opacitynumber0×shell-rimnumber0×shell-widthnumber0×startnumberWhen the cast begins, seconds. A time, never a place.0×streaknumber0×streak-bandsnumber0×streak-glownumber0×streak-scalenumber0×streak-sharpnumber0×throbnumber0×throb-scalenumber0×throb-speednumber0×tip-glownumber0×tip-lengthnumber0×to"x y z"textWhere it lands: `x y z`, or a node's id to land on that node's surface; a keyed node is followed.0×travelnumberSeconds the leading edge takes to cross the path (default 0.15).0×wandernumber0×wander-scalenumber0×wander-speednumber0×wire-aatrue / false`true`: the column and the coils are never drawn thinner than about 1.5 px, and the width they lack comes back as dimmer light, so a far beam or a collapsing thread fades instead of breaking up; the shock discs are unchanged. Off by default.0×