Ok, this is a little weird so maybe hard to follow.
Salvage beams when they hit created that checkerboard "we are eating the block" animation.
IF a salvage beam type block we created, removing the actual beam (since unless there is something interfering with the beam you wouldn't see it anyways and I'm good with that) and replacing the animation with a 'lighten' effect to the block and making it innate "explosive" (ie: block plus surrounding blocks) would make it effectively a spotlight in space without the raytrace issues (I think?)
From there possibilities include making more blocks = longer range, adding explosive comp to make a bigger beam spread (tho that would likely be a lag inducer to have it do 4x4 or more).
If someone wanted a mobile spotlight a turret with AI set to "selected target" would most likely work for lighting up dark roids or wrecks.
Might be a screwy idea but I thought I would toss it out there.
Salvage beams when they hit created that checkerboard "we are eating the block" animation.
IF a salvage beam type block we created, removing the actual beam (since unless there is something interfering with the beam you wouldn't see it anyways and I'm good with that) and replacing the animation with a 'lighten' effect to the block and making it innate "explosive" (ie: block plus surrounding blocks) would make it effectively a spotlight in space without the raytrace issues (I think?)
From there possibilities include making more blocks = longer range, adding explosive comp to make a bigger beam spread (tho that would likely be a lag inducer to have it do 4x4 or more).
If someone wanted a mobile spotlight a turret with AI set to "selected target" would most likely work for lighting up dark roids or wrecks.
Might be a screwy idea but I thought I would toss it out there.