Collisions between two moving objects is not really supported that well - ellipsoid-to-ellipsoid can be made to work (see my posted example, above) but notice how the collisions line for the bullets is bullets-to-target not target-to-bullets, even though I only iterate through the target's collision list. If you swap that around (to target-to-bullets) in my example then you will get the same bug, with bullets slipping through the target.
You have a couple of options:
a) Use ellipsoid collision zones to get good collisions between moving objects.
b) Move objecs of each mobile type separately, relative to one another, between multiple updateworlds, and deal with them in isolation. Erm, should work :/
c) Go custom with meshesintersect(). (Potentially slow)
d) Consider if you really need to model the projectyle nature of bullets when a pick might do instead.
You have a couple of options:
a) Use ellipsoid collision zones to get good collisions between moving objects.
b) Move objecs of each mobile type separately, relative to one another, between multiple updateworlds, and deal with them in isolation. Erm, should work :/
c) Go custom with meshesintersect(). (Potentially slow)
d) Consider if you really need to model the projectyle nature of bullets when a pick might do instead.