Located in the Additional Scripts box.
The beam prim system can be used instead of or along side the standard light prim headlight system to make a beam of light appear to flow from your headlight. You can also use the system to create ground effect style lighting systems.
The beam system is designed to turn on a glowing beam of light from your headlight. It is set up so you can switch textures on a single sculpted combination headlight/beam prim in order to save prims. OR you can simply add an extra "invisible" beam prim in front of your existing headlight to turn on.
An example combination sculpted beam prim and textures are included - you are free to use them if you like or make/acquire your own. When the light is off, the beam is hidden by the texture which is transparent on the beam section. when on, that texture switches to display the semi-transparent light prim.
To use, attach the example prim or you own prim to the vehicle. Include the keyword beam in the prim name. At the top of the Menu script you will find a place to paste in the UUIDs of the Beam On and Beam Off textures. After rebooting, if the bike sees a beam prim and the texture maps, it will activate the lighting system and now your beam prim will appear when the lights are on.
The beam prim uses the Beam_On_ and Beam_Off colors if you choose to set the tint to other than white <1.0,1.0,1.0>. It also uses the master Glow level. Alpha transparency level settings are available for experimental uses, such as ground effects lighting prim system INSTEAD of a headlight beam.
If you JUST want to make a single beam prim turn on in front of your existing headlight, and not use a fancy sculpted combination one, just link in a prim, include beam in the name. It will still need two texture map UUIDs but you can use the ON one and either use the same for OFF and set the Beam Off Alpha to 0, or use the SL Default Transparent Texture "8dcd4a48-2d37-4909-9f78-f7a9eb4ef903". If your beam appears non transparent enough, set your Beam On Alpha to lower value than 1.0 like 0.2. You will still want to use the light keyword in your existing headlight prim name.
For ground effect style lighting system, get creative with your beam prim shape and placement and available tweaks for it at the top of the menu script. This is where the Beam color and transparent settings may be most useful. Of course you'll likely still want your regular light headlight prim(s).
NOTE:
The beam of light works best as a non-solid prim in over 32 prim mode
If your prim name has both light and beam keywords in it, it may not respond as intended
EXAMPLE SETUPS:
BEAM/HEADLIGHT ELEMENT COMBINATION SCULPTED PRIM
With the example sculpted beam prim attached to your bike, here would be the beam settings at the top of the ROOT MENU SCRIPT:
key Beam_On = "609b592b-bad0-52f3-e7bd-11b07dff54fd";
key Beam_Off = "45f9b493-a0fb-5a84-c339-b0e515660f31";
vector Beam_On_Color = <1.0,1.0,1.0>;
vector Beam_Off_Color = <1.0,1.0,1.0>;
float Beam_On_Alpha = 1.0;
float Beam_Off_Alpha = 1.0;
INDIVIDUAL BEAM PRIM
Just any old prim added to be the light beam with "beam" in the name. Texture UUID's are set the same because the off one is rendered 100% transparent with this beam off alpha setting. The beam on alpha is set low to make the prim appear see-through.
key Beam_On = "034cff10-33ff-dcc0-0e0f-e756df62c9d9";
key Beam_Off = "034cff10-33ff-dcc0-0e0f-e756df62c9d9";
vector Beam_On_Color = <1.0,1.0,1.0>;
vector Beam_Off_Color = <1.0,1.0,1.0>;
float Beam_On_Alpha = 0.3;
float Beam_Off_Alpha = 0.0;
GROUND EFFECT STYLE:
Instead of using the beam system as a headlight prim, you have some creatively placed or sculpted prim(s) in the bike somewhere. Color set to purple for the beam on, off color doesnt matter as it is set to 100% transparent:
key Beam_On = "034cff10-33ff-dcc0-0e0f-e756df62c9d9";
key Beam_Off = "034cff10-33ff-dcc0-0e0f-e756df62c9d9";
vector Beam_On_Color = <0.8, 0.0, 1.0>;
vector Beam_Off_Color = <1.0,1.0,1.0>;
float Beam_On_Alpha = 0.3;
float Beam_Off_Alpha = 0.0;