I'm pretty sure I already answered this before. You need to put some error trapping in there. You can't be sure that any entity has been collided with or that that entity is actually a target.
Also, you hide the entity as soon as it collides with something so it will never make the second part of the condition.
Indent your code - it makes it so much easier to debug.
Also, you hide the entity as soon as it collides with something so it will never make the second part of the condition.
Indent your code - it makes it so much easier to debug.
Type bullet Field count Field shape End Type ammo.bullet=New bullet ammo\count=100 ammo\shape=LoadSprite("Shot 1.bmp") ScaleSprite ammo\shape,.2,.2 EntityType ammo\shape,type_missile EntityRadius ammo\shape,.02 HideEntity ammo\shape Type target Field count Field shape End Type For x=1 To 5 For z=1 To 5 foe.target=New target foe\count=25 foe\shape=CreateCube() ScaleEntity foe\shape,2,2,2 PositionEntity foe\shape,Rand(-600,800)+x*5,60,Rand(-600,800)+z*5 EntityType foe\shape,type_target EntityRadius foe\shape,5,5 NameEntity foe\shape,Handle(foe) ;<<<I’m not quite sure why I put this in here Next Next While Not KeyDown(1) ;Firing Bullets If MouseHit(1) And reload=0 EntityParent ammo\shape,gun PositionEntity ammo\shape,1,-7,10 RotateEntity ammo\shape,0,90,0 ShowEntity ammo\shape EntityParent ammo\shape,0 PlaySound SOUNDbam ammo\count=ammo\count-1 EndIf bulletpath( ammo.bullet ) UpdateWorld RenderWorld Flip Wend End Function bulletpath( ammo.bullet ) MoveEntity ammo\shape,.043,-.025,2.5 If CountCollisions(ammo\shape) > 0 entity = EntityCollided(ammo\shape,type_target) If entity > 0 foe.target = Object.target(EntityName(entity)) If foe <> Null HideEntity foe\shape HideEntity ammo\shape Else HideEntity ammo\shape EndIf EndIf EndIf End Function