That's the gist of it. A directional ray with a width will be significantly different than an omnidirectional cast from a single point though.
Here are some experiments I put together when the LOS cast ray feature first game out, it's not really exactly suitable for your application, but you might be able to find something you can use in there. dropbox.com/s/m6x32uzqcjlf8sk/VisualLOS.c3p
The dynamic visual representation of a beam getting blocked is the hard part, actually checking if you got hit or not can be done easily with the line of sight behavior.