If you spot any errors or omissions in this FAQ, please drop me a line. And thanks for supporting the FS2 community!
-- ZylonBane
beam-free-all event in the events editor. There has to be a separate SEXP (Symbolic EXPression) for every ship (right-click on the when and select Add Operator to add multiple action under a single event). If you only want to enable specific turrets (perhaps to simulate damage, or for play-balancing), use beam-free with the list of turrets to enable (right-click on the beam-free and select Add Data to add more turrets). Here's an example:
when
has-time-elapsed
1
beam-free-all
ship name
beam-free
another ship name
turret02
turret07
when
has-arrived-delay
1
ship name
beam-free-all
ship name
A2. All targets are out of beam range. See the range column of the beam chart below.
beam-free Sets one or more beam weapons to allow firing for a given ship. 1: Ship to be operated on 2, 3, etc.: List of turrets to activate beam-free-all Sets all beam weapons on the specified ship to be active. beam-lock Sets one or more beam weapons to NOT allow firing for a given ship. 1: Ship to be operated on 2, 3, etc : List of turrets to deactivate beam-lock-all Sets all beam weapons on the specified ship to be deactivated. fire-beam Fire a beam weapon from a specified subsystem. 1: Ship which will be firing 2: Turret which will fire the beam (note, this turret must have at least 1 beam weapon on it) 3: Ship which will be targeted Use add-data to add a specific subsystem to target on the specified target ship. beam-protect-ship Protects a ship from being attacked with beam weapons. Any ship that is beam protected will not come under enemy beam fire. Takes 1 or more arguments: All: Name of ship(s) to protect. beam-unprotect-ship Unprotects a ship from being attacked with beam weapons. Any ship that is not beam protected can come under enemy beam fire. This function is the opposite of beam-protect-ship. Takes 1 or more arguments: All: Name of ship(s) to protect. turret-tagged-only Makes turrets target and hence fire strictly at tagged objects. 1: Ship name NOTE: Will not stop a turret already firing at an untagged ship turret-tagged-clear Relaxes restriction on turrets targeting only tagged ships. 1: Ship name
| GREEN | Terran anti-capship |
| YELLOW | Vasudan anti-capship |
| BLUE | Terran/Vasudan anti-fighter |
| RED | Shivan anti-capship/anti-fighter |
when is-destroyed-delay 0 ship name beam-lock-all ship name
ABOUT BEAM DAMAGE
The total damage dealt by a beam cycle is actually the value in the Damage column, multiplied by the Life value, multiplied by 5.5. This "ideal damage" assumes the beam is in contact with the target for the entire duration of the cycle.
The value 5.5 is an interval multiplier, representing how many times per second the Damage value is applied to the target. Unfortunately this value is only approximate, since in repeated controlled tests I observed that the damage a full beam cycle applies to a target will randomly vary by 1-2% under otherwise identical circumstances. So bear this in mind if the plot of your mission absolutely requires a given ship to be destroyed by beam fire.
Also, note that the threat potential of a beam is greatly affected by both its Life and Delay rankings. The SRed vs the Green Beam is a great example. Both beams do 200 damage per "tick", but the SRed fire cycle is almost twice that of the Green Beam, so the SRed does much more damage per shot. However, the Green Beam has a Delay less than half that of the SRed, so over time it will do more damage. This is the principle behind the Dmg/Min ranking.
BEAM ATTRIBUTES
| Damage | Points of damage per "tick" the beam is active |
| Dmg/Cyc | Maximum possible damage per fire cycle (Damage*Life*5.5) |
| Dmg/Min | Theoretical damage per minute (60/(Delay+Life)*Dmg/Cyc) |
| Delay | Minimum time between shots, in seconds (excluding event-initiated shots) |
| Life | Duration of the beam, also in seconds |
| Range | Maximum distance at which the turret AI will target and fire |
| Type | See "BEAM TYPES" |
BEAM TYPES
These numbers appear in the weapons.tbl entry for each beam.
| 0 | anti-cap (only targets capital ships) |
| 1 | anti-cap slash (also only targets capital ships) |
| 2 | targetting laser (not used in the game; only fighter-mountable beam; no damage) |
| 3 | anti-fighter (fires three short bursts at fighters, or single long burst at caps if no fighters around) |
| 4 | fixed (only fires straight forward) |
| Damage | Dmg/Cyc | Dmg/Min | Delay | Life | Range | Type | |
| BFRed | 2100 | 80850 | 285353 | 10.0 | 7.0 | 7400 | anti-cap |
| BFGreen | 1900 | 41800 | 64308 | 35.0 | 4.0 | 4000 | anti-cap |
| LRBGreen | 1900 | 41800 | 64308 | 35.0 | 4.0 | 8000 | anti-cap |
| BGreen | 1200 | 26400 | 46588 | 30.0 | 4.0 | 4000 | anti-cap |
| BVas | 1100 | 22385 | 48487 | 24.0 | 3.7 | 4000 | anti-cap |
| MjolnirBeam | 750 | 16500 | 90000 | 7.0 | 4.0 | 4000 | fixed |
| VSlash | 750 | 8250 | 41250 | 10.0 | 2.0 | 4000 | anti-cap slash |
| LRed | 600 | 23100 | 81529 | 10.0 | 7.0 | 4000 | anti-cap |
| MjolnirB.#home | 400 | 8800 | 48000 | 7.0 | 4.0 | 4000 | anti-cap |
| TerSlash | 350 | 3850 | 19250 | 10.0 | 2.0 | 4000 | anti-cap slash |
| SVas | 350 | 4813 | 12833 | 20.0 | 2.5 | 4000 | anti-cap |
| SGreen | 210 | 2888 | 3647 | 45.0 | 2.5 | 4000 | anti-cap |
| SRed | 200 | 4180 | 8708 | 25.0 | 3.8 | 4000 | anti-cap |
| Green Beam | 200 | 2200 | 11000 | 10.0 | 2.0 | 4000 | anti-cap slash |
| LTerSlash | 150 | 1815 | 8926 | 10.0 | 2.2 | 3500 | anti-cap slash |
| ULTRA AAA | 30 | 413 | 5266 | 2.2 | 2.5 | 4000 | anti-fighter |
| AAAf | 14 | 193 | 1444 | 5.5 | 2.5 | 1500 | anti-fighter |
| AAAh | 14 | 193 | 1444 | 5.5 | 2.5 | 1500 | anti-fighter |
| SAAA | 9 | 173 | 1223 | 5.0 | 3.5 | 1500 | anti-fighter |
| S-AAA-Weak | 5 | 83 | 619 | 5.0 | 3.0 | 1500 | anti-fighter |
| Damage | Delay | Life | Range | Type | Notes | TERRAN | BFGreen | 1900 | 35.0 | 4.0 | 4000 | anti-cap | Big F**king Green | LRBGreen | 1900 | 35.0 | 4.0 | 8000 | anti-cap | Long Range Big Green | BGreen | 1200 | 30.0 | 4.0 | 4000 | anti-cap | Big Green | MjolnirBeam | 750 | 7.0 | 4.0 | 4000 | fixed | Mjolnir default | MjolnirB.#home | 400 | 7.0 | 4.0 | 4000 | anti-cap | Mjolnir aimable | TerSlash | 350 | 10.0 | 2.0 | 4000 | anti-cap slash | Terran Slash | SGreen | 210 | 45.0 | 2.5 | 4000 | anti-cap | Small Green | Green Beam | 200 | 10.0 | 2.0 | 4000 | anti-cap slash | Green Beam, 'natch | LTerSlash | 150 | 10.0 | 2.2 | 3500 | anti-cap slash | Light Terran Slash | VASUDAN | BVas | 1100 | 24.0 | 3.7 | 4000 | anti-cap | Big Vasudan | VSlash | 750 | 10.0 | 2.0 | 4000 | anti-cap slash | Vasudan Slash | SVas | 350 | 20.0 | 2.5 | 4000 | anti-cap | Small Vasudan | TERRAN/VASUDAN | ULTRA AAA | 30 | 2.2 | 2.5 | 4000 | anti-fighter | normally used with TAGs | AAAf | 14 | 5.5 | 2.5 | 1500 | anti-fighter | high accuracy | AAAh | 14 | 5.5 | 2.5 | 1500 | anti-fighter | low accuracy | SHIVAN | BFRed | 2100 | 10.0 | 7.0 | 7400 | anti-cap | Big F**king Red | LRed | 600 | 10.0 | 7.0 | 4000 | anti-cap | Large Red | SRed | 200 | 25.0 | 3.8 | 4000 | anti-cap | Small Red | SAAA | 9 | 5.0 | 3.5 | 1500 | anti-fighter | Shivan AAA | S-AAA-Weak | 5 | 5.0 | 3.0 | 1500 | anti-fighter | Shivan weak AAA |
| Most Damage per Cycle | BFRed |
| Most Damage per Minute | BFRed |
| Least Damage per Cycle | LTerSlash |
| Least Damage per Minute | SGreen |
| Longest Shot Life | BFRed |
| Shortest Shot Life | VSlash/TerSlash/Green Beam (tie) |
| Longest Delay | SGreen |
| Shortest Delay | MjolnirBeam/MjolnirBeam#home (tie) |
| Longest Range | LRBGreen |
| Shortest Range | LTerSlash |
-- end of the fs2 beam reference --