Hello and welcome.
To answer your questions:
1) There are several Cores that have Move Acts that follow the player. They are Big Core 1, 2, Fighter Core 1, 2 , Bit Core, Block Core, Cancer Core, Missile Core, Mini Core, and Head Core. I recommend one of the Big Cores or Head Core.
2) There are also a number of parts that turn every whichway. I suggest the Joint-Turn parts for easy angle aiming.
3 & 4) In order to effectively control attacks, use events that time fire. This requires monitoring what frame a single shot (or series) fire and then looping the Attack Frame so that it's at a frame before the shot is fired. Most weapons have a fire frame from 0 - 10. Making infinite fire is easy, simply do not count the number of shots fired.
5) To have parts aim at the player, connect them to Panel-Aim Player parts.
I suggest you look at these pages:
Reference Index
Event Turorials
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RX-12 - Bydo Coefficient Test Unit
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Asker: How do I remove the border on a GroupBox in .NET?
Answer: Use a panel instead?
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