How would I make a thick beam that damages players?

Multiple ways:

Subdivide the length of the beam into X amount of equidistant points, then perform a magnitude check for players along each of the points

Use EgoMoose’s Rotated Region 3 Module to create a CFramed Region3 you can check for players in

Raycast to every single player simultaneously and then consider them ‘hit’ if the angle at which the ray was cast from the origin of the beam is within a certain threshold

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