I had a look at projectile codes and it appears the Minigun_Projectile is coded like a HandFireArm projectile and that was the bugger
Compare:
rem *** UH1_GunProjectile ***
ObjectTemplate.create Projectile UH1_GunProjectile ObjectTemplate.createNotInGrid 1<<This one i'm not sure it has something to do with the problem but who knows?
ObjectTemplate.loadSoundScript Sounds/Projectile.ssc ObjectTemplate.hasPointPhysics 1<<Must be this one missing then
ObjectTemplate.timeToLive CRD_NONE/1.5/0/0
ObjectTemplate.gravityModifier 0
ObjectTemplate.damageType 0
ObjectTemplate.material 213
ObjectTemplate.material2 -1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.hasCollisionEffect 1
Mistery...
Tried it with the PCO deployed from Mortar code and it didn't work indeed, btw no matter what projectile you assign to Minigun it still use stock Minigun_projectile
Modded Minigun_projectile works on other weapons tho...
As you said tracers worked fine so i believe that's all can do then and it works perfect!
After all only the result counts
ObjectTemplate.active Minigun_Projectile
ObjectTemplate.damageType 1
ObjectTemplate.material 518
ObjectTemplate.material2 518
ObjectTemplate.radius X
ObjectTemplate.ForceOnExplosion X
ObjectTemplate.YModOnExplosion X
@Freddy: Damagetype 1 + material2 works fine on any projectile