this is definitly possible, all you do is check if the projectile is in range of a player, then make it face the player. I would post some code but unrortunatly i code like stuff on touchscreens. Ill get to it tommorow if no one does it.
I don't think that's what he wants. You're still talking projectiles here.
We're actually faced with an interesting problem here. Since raycasts don't return until they hit an object, I'm fairly sure that, without some intense programming madness, that you will not be able to detect a player as a raycast passes by them, and then redirect. As a ray, it continues forever until it hits an object.
HOWEVER, don't worry just yet. As I was typing the above paragraph, I thought of an alternative. Here's how it would go down. First, once you've sent the fire signal, initialize and return a container search for player typemask within the weapon's range. Then, find the dot product between the crosshairs/head/muzzlePoint of the gunner and the players found in the container search. Pick out the player with the smallest angle, and set that object id as your target. Then, begin the raycast for the actual "projectile", directly ahead. Get the current distance and angle of the player and target, and calculate the angle of "refraction" (it's not really refraction, I know) using trig functions. Fire the emitters along these two vectors, and they should meet up. Of course, cancel if any the raycasts encounter another typemask (save water) first. This means you'll need to schedule your raycasting.
I hope this helps!