If a projectile is inside a terrain, it should collide on the surface, raycasts certainly do though projectiles are questionable. In any case, if it does collide then you have a perfect moment to gather the projectile's transform.
Sure thing, 10 minutes after I had this idea I was able to shoot through bricks that were killed on impact, and it works fine. But it's not what I want. I already thought of a way how to do it. When the bullet collides, I gather the bullets vector, and then I check with a for-loop along the vector for the next point that is not inside of a terrain/brick/etc. But I don't know how to do that. And isPointInside(); can be used for terrain. But for the other stuff? :/
Do you mean that the glitch making it reload several times makes it bad? Or that anyone using it can pretty much dominate like they would with the default rocket launcher? Because both of those are fixable. I do think the AT4 should be converted to single use. But (if possible) make it lock on to vehicles, and give it more range than it has (to avoid it blowing up half way to a chopper) so it acts as an anti air only type thing. But I think you should add a rocket launcher that reloads, slowly. And give it less killability to people. Whether it be an RPG-7 or a LAW, or anything else you might dig up. Give it low explosive range, but on direct hit have it do alot of damage so it can take out a tank. That way it can't be used to kill people more than any of the pistols could. Just blow up vehicles that are slow or not moving.
Sure thing both can be fixed :P And I mean the launchers abuse for playing artillery. Both launchers, AT4 and Stinger will be single-use only. The AT4 is a unguided (weaker) launcher with less range, the Stinger a anti-vehicle launcher (stronger) with lock-on only. And I already know how to improve the lock-on system.
Btw, working on a flaregun now :3