BTW you CAN pick Animated Meshes, tho only the individual children that are Meshes. With 3DS and .X this works perfectly. With Bones based Vertex Animation (.B3D) the linepicks will recognize only the original (unanimated) shape of the Mesh, even when it's animated. So when your Soldier is lying on the ground, the bullets would still hit him in mid air.
You need to set the entityPickMode for every Mesh Child using the same recursive method I mentioned before.
Since each children has it's own entity handle, I'd suggest to create some kind of top parent array during the loading process, so each mesh has it's top parent handle stored somewhere. This allows both, diffrent fx on diffrent body parts, but also to identify the soldier quickly.
You need to set the entityPickMode for every Mesh Child using the same recursive method I mentioned before.
Since each children has it's own entity handle, I'd suggest to create some kind of top parent array during the loading process, so each mesh has it's top parent handle stored somewhere. This allows both, diffrent fx on diffrent body parts, but also to identify the soldier quickly.