I tried the "ObjectTemplate.autoFire 1" but it kills soldiers on spawn when you attach to a handfirearm.
Hey Apache... so if i added a custom "firearm" to an existing "handfirearm", how would i fire the "firearm"? Would i be using the "altfireonce"?
I tweaked my code a bit. Now im using a PCO that dies on collision after being spit through an emitter. But 1 out 20 particles out of the emitter will cause a collision, bounce off in some weird direction & cause another collision. Don't know why?
Also, i can't up the "ObjectTemplate.positionalSpeedInDof" of the emitter above 100 without losing collisions/laser dot within the 1st 10 meters. But using a speed of 100+ causes delayed visuals on an object at about 80+ meters. It looks nice but i don't think it'll ever work this way.
One kewl thing that came out of this... if i flip the attGroup & defGroup on the laser material... ive now got a laser that cuts through vehicles & soldiers like a hot knife through butter!