1: I don't know a lot about this in particular, but I think if you open the Action actor and find the "Launch Attachment Query - Methods" it has parameters that the actor uses to determine what attachment point the launch occurs at. The parameters here reference the IDs of "Attach Methods" data objects. Just choose a method that will return an attachment point for the model you are using. "AMFilterWeapon" will probably work because most models have at least one attachment point with the weapon keyword. As long as you aren't picky about WHICH weapon attachment point gets used, it will do.
2: I think you mean "Create Persistent" effect. You change the effect of the weapon to anything you want, so if you want an effect like you describe, just make a Create Persistent that does it, and change the weapon's effect to that. Look at the banshee for an example.
3: I think it has to do with Host Site Operations, but I really don't have a clue. Hopefully that gives you some place to start.
4: Beams a little confusing, but like any actor, they are just set up to respond to certain events. The sentry's beam is a lot simpler than the void ray's, because the latter has a LOT of effects. The weapon is Disruption Beam. If you look at it, you see it has a Create Persistent effect, and that this effect is channeled. Now look at the disruption beam Action actor, and you will see that it has an event response for Effect.Disruptor.Start, which says Create, and Effect.Disruptor.Stop, which says destroy. Essentially, the beam appears when the effect starts, and disappears when it stops. Since the beam is channeled, it won't stop until the Sentry stops attacking. The Action actor is linked to the beam actor, so when the action actor is created, it automatically adds the beam, handles the attachment points, etc.
Actors aren't really my strong point, so any of this info could be inaccurate. Hopefully it's enough to get you started though and playing around with it until you get it.
@Colt556: Go
1: I don't know a lot about this in particular, but I think if you open the Action actor and find the "Launch Attachment Query - Methods" it has parameters that the actor uses to determine what attachment point the launch occurs at. The parameters here reference the IDs of "Attach Methods" data objects. Just choose a method that will return an attachment point for the model you are using. "AMFilterWeapon" will probably work because most models have at least one attachment point with the weapon keyword. As long as you aren't picky about WHICH weapon attachment point gets used, it will do.
2: I think you mean "Create Persistent" effect. You change the effect of the weapon to anything you want, so if you want an effect like you describe, just make a Create Persistent that does it, and change the weapon's effect to that. Look at the banshee for an example.
3: I think it has to do with Host Site Operations, but I really don't have a clue. Hopefully that gives you some place to start.
4: Beams a little confusing, but like any actor, they are just set up to respond to certain events. The sentry's beam is a lot simpler than the void ray's, because the latter has a LOT of effects. The weapon is Disruption Beam. If you look at it, you see it has a Create Persistent effect, and that this effect is channeled. Now look at the disruption beam Action actor, and you will see that it has an event response for Effect.Disruptor.Start, which says Create, and Effect.Disruptor.Stop, which says destroy. Essentially, the beam appears when the effect starts, and disappears when it stops. Since the beam is channeled, it won't stop until the Sentry stops attacking. The Action actor is linked to the beam actor, so when the action actor is created, it automatically adds the beam, handles the attachment points, etc.
Actors aren't really my strong point, so any of this info could be inaccurate. Hopefully it's enough to get you started though and playing around with it until you get it.