ok I'm sober now.
there ar a bunch of ways to do beams.
some a reasource dependant some are not .
first thing you need to think of is how will a beam look in the real world . How much cpu / vid card power do your beams get .
power = detail * number of beams. simple i know .
so teh simple way is a single plain from emmiter or gun directed down range . wit a orientation = to camera. Now i'm just getting back to DB after being away for a long while so i'm not up on all new commands or even some of the old ones. I do remember ther was an orient object to (target object) . or face this thing the same way as this selected object ( i'll figure it out this week while i wait for dbpro to arrive.
then you take a texture like
[img]http:\\www.members.shaw.ca/xerotolabs/images/Blue3Blue3.JPG[/img]
or [img]http:\\www.members.shaw.ca/xerotolabs/images/Blue2Blue2.JPG[/img]
either one of those images with ghosting on is what i use. I use teh round one for particle beams and the other one for solid beam.
you streach and tile them on your plain then you scroll the texture on the beam (rotate limb texture , i think ?? )
and then it gives a pullsing look and teh speed you scroll that texture will let you change some other looks of the beam.
if you spin the plain so it is roating i recomened you use 2 plains with one plain perpendicular to the first . making an X .
this type of beam can be used with basic collission detection systems too.
for the look of the beam just take a crossection of any beam you see and use that as a texture.
now it would be wise to stick a sprite at origin to make a haze or gun glow at your gun end . and sen a sprite down yuo beam now and then keping it size (diameter) teh same as teh beam width in case you should ever look down the beam or close thead on .
.. ah this is why most of my games have bullets or missiles . {

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getting the beam to come from a full moving turret was fun too.