I've done some testing and attached entities are, in fact, able to attack. Both passenger and bulldozer attach types are able to attack. The issue is that their position is not updated. This means that the entity will only be able to attack around where it has been spawned.
A workaround would be to have two always_on abilities, one with the attacking entity, the other with a dummy. When the parent entity moves the dummy entity will be used and when it has stopped the attacking entity will be spawned. However, because rotation is also not updated it may lead to the attached entity aiming at a wrong direction.
Using garrisoned squads is still the best method of using attacking attached entities. Although you'll be limited to the combat slots it works flawlessly since its a mechanic within the game. You can use the damage_state to hide the parent entity as instructed earlier in the guide and have a child entity attached to 0, 0 for visuals.
Because garrisoned squads are a form of attached entity this means that it may be possible to trick other types of attached entities into thinking they are garrisoned, allowing their position to update. I'll have to take a look into this later.
Apparently some info about disabling unloading and decorators is wrong so I'll update that information at a later date.
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#Steam AliasWL%Streak
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