beams - OpenPerpetuum/OPDB GitHub Wiki
Description
This is a definition table containing a list of all possible beams in the game.
Anything that travels in a ray with a physical presence (so not pathfinding) in the game is a beam.
For example, when you shoot any weapon or mine... That's a beam.
Table Structure
ID | Type | Name | Description | Properties | Links |
---|---|---|---|---|---|
1 | Number | id | Definition Index for this entry. | PRIMARY, UNIQUE | |
2 | String | name | A human-readable name for this entry. | UNIQUE | |
3 | Number | cycletime | Time in milliseconds that this beam cycles for. | ||
4 | Number | startdelay | Time in milliseconds that it takes for this beam to become active. | ||
5 | String | description | Title. | ||
6 | Object | beamassignment | A list of all beams active on the field of this type. | FOREIGN |
Notes
cycletime
The cycle time is the amount of time that a beam must be alive for. For example, a cycle time of 2 seconds means your beam has to be alive for only a multiple of 2 seconds.
Realistically, in-game, if you were to turn off before the cycle time, it would continue until the cycle is complete. Think of your Spotify subscription. If you unsubscribed, your subscription would not lapse immediately. It would stay active until the end of its cycle time (which is a calendar month from renewal, and the number of days in that can get a little tricky).
A cycle time of 0 means that ending literally ends immediately.
startdelay
A stat delay of 0 means that starting starts immediately.