Well, there goes that brilliant idea down the gurgler.
I'm sure that there must be some way of capturing a bullets final resting place. :-\
FWIW - I have ben doing a lot of experiments with EH's and fired bullets. At one stage I had an EH that created a standard empty pallet at the location of the bullet, then kept it in the air via a quick script - lots of fun trying to get the upwards velocity right between loop cycles to keep it stationary. And no, it wasn't just 9.8 m/s . . .
Another test was designed to just capture the bullet itself, but it looks as if there is no actual p3d model for a the generic "BulletSingleE". I could hear the thing hanging there in space as the standard BulletSingleE has an associated "in flight" sound (sort of a humming sound) and I could walk in to it (doing myself damage !), but I couldn't actually see it, not even with binocs.
In the end I camcreated a Shell73 at the location of the bullet - now I could see it and even move it, but as soon as it touched anything it "died" and exploded. I'm pretty sure that's how all bullet objects work - as soon as the engine detects a "bump", either with the ground or an object, the bullet object (with or without associated model) is destroyed and the relevant damage dealt to anything within range.
On the subject - it appears as if the engine loop cycle is about 10 times as fast as the script execution cycle. No matter how fast the loop I still couldn't catch the bullet any closer than 20m. Using the camcreated objects I did pick up that the objects were "caught" at two defined points appproximately 20m and 30m from the firer. I'm guessing that that is the standard for BulletSingleE and will be different depending upon bullet speed etc.
I will get back to editing tonight and try out some new ideas. I'm hoping that maybe a @!(alive _bullet) command will work just as well as a "killed" EH.
Here's hoping !
:-\
roni