Currently, a custom `SimulationScriptClass` can be used with simulation type `shotIlluminating`.
Unfortunately, it seems that `OnActivation` and - more importantly - `Simulate` are only correctly bound to that single simulation type.
Additionally, redefining to `shotIlluminating` cannot be used as a workaround as there appears to be a 2 second delay on the call to OnActivation and subsequent Simulate iterations.
It would be beneficial if that was extended to the other shot classes, `shotBullet`, `shotShell`, and `shotArrow` to allow for dynamic behaviors to be implemented with ballistic projectiles.