Capship beam

The Capship Beams are turrets firing a laser beam towards a target (mostly enemy capship).

Keyvalues

 * Pitch Yaw Roll (X Y Z): This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
 * Name: The name that other entities refer to this entity by.
 * Global Entity Name: Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's.
 * Parent Fleet Ship: The capital ship this subsystem is on.
 * Subsystem Name: Proper name of the subsystem (what the players will call it).
 * Health: Hit points of the subsystem.
 * World Model: The visual model of the subsystem.
 * Usually: models/capships/weapons/ngm_beam.mdl or models/capships/weapons/utf_beam.mdl


 * Skin: Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
 * To see if a model has a skin you can look under Skins inside the Model Browser.


 * Disable Shadows: Used to disable dynamic shadows on this entity.

Outputs

 * OnAttacked: Triggered when the entity is fired at.
 * OnDestroyed: Triggered when the entity's Health reaches 0.
 * OnFired: Triggered when the entity is shooting.
 * OnIgnite: -
 * OnRepaired: Triggered when the entity's Health increase.
 * OnUser1: -
 * OnUser2: -
 * OnUser3: -
 * OnUser4: -

Inputs

 * AddOutput: -
 * AlternativeSorting: -
 * Attack: Lets the entity attack a given target (?)
 * Destroy: Destroys the entity.
 * DisableShadow: Sets the Keyvalue Disable Shadows to Yes.
 * EnableShadow: Sets the Keyvalue Disable Shadows to No.
 * FireUser1: -
 * FireUser2: -
 * FireUser3: -
 * FireUser4: -
 * Kill: Deletes the entity.
 * KillHierarchy: Deletes the entity and all of its children
 * Repair: Increases the entity's Health
 * Skin: Changes the Skin-Keyvalue of the entity.