Its not a particle. All this is, is a 3d cone exported as ,an xfile, to make an entity and has this shader applied to it.
Wraith staff could infact just use this shader on his pipe object place holder and see basically the same thing.
This shader is out of the dark basic shader examples, called scrolling texture.
The shader just takes the texture and scrolls it in an x and y direction. really no magic here.
Bond one used a similar thing for the lightshaft on the projector, in Metro theater.
Not quit sure if you would be able to combine this shader to a weapon, as the weapons use a different shader and the hands and the gun would also start to scroll on you. (this is all shader applied to a cone object)
Bond1 demon scepter is worth getting just to study the Xfile HUD for the weapon. Its a clever use of bone animation and scripting. Again it hard to reproduce. I do not have good luck animating scaling bones to get what I need or would like done. They dont convert well into the game engine for me, or I lack the proper knowledge for it. I do things the hard way and physically set a key frame at every frame in animation to keep an object where I would like it to be in the player FOV. Painfull and tedius.
The shader could be applied to any object you want and pick a texure for use and go into the shader in notepad and change the speed for the x and y direction.
So if you are into a modeling challenge, and this would have to be a custom job.
Open a weapon hud in a model program and try to Rig some objects to scale out of a gun barrel at the fire animation section representing the beam be shot.
Questions arise. How to control the range.
Might be better to study one of the flak weapons also to how that was animated.
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