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.

See Also