Forsooth! My Missile Won't Work

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Well, the debuglog turned up this:
[25,28297848,3]
[25,28298528,3]
[25,34764816,3]
[25,34765496,3]
[25,34750472,3]
[25,34751152,3]
[25,28295176,3]
[25,28295856,3]
[25,34607112,3]
[25,34607792,3]

I couldn't make heads or tails of it.

Also, here is more of my code that I dug up that might, just might, have something to do with it:
Graphics3D 1024,764
SetBuffer BackBuffer()

;Types
Const type_player=1
Const type_terrain=2
Const type_missile=3
Const type_target=4

;The camera
Global cam=CreateCamera()
ScaleEntity cam,1,1,1
PositionEntity cam,0,0,0
EntityType cam,type_player
EntityRadius cam,5

;The enviroment
.enviroment
Global ground=LoadTerrain("Canyon1.bmp")
ScaleEntity ground,5,300,5
PositionEntity ground,-500,-200,-500
tex=LoadTexture("Desert Sand.jpg")
ScaleTexture tex,50,50
EntityTexture ground,tex
EntityType ground,type_terrain
TerrainShading ground,1
TerrainDetail ground,10000

.gunz
Global gun=LoadMesh("Pistol.3ds")
PositionEntity gun,.25,gunbob#,recoil#
ScaleEntity gun,.05,.05,.05
RotateEntity gun,0,-90,0
tex3=LoadTexture("Metal 3.jpg")
EntityTexture gun,tex3
EntityParent gun,cam
EntityType gun,type_player
EntityRadius gun,.005

;The missile
missile=CreateCone()
PositionEntity missile,EntityX(cam,1),EntityY(cam,1),EntityZ(cam,1)
RotateEntity missile,90,0,0
ScaleEntity missile,.5,1,.5
EntityParent missile,cam

;The targets
.targets
Type target
     Field count
     Field shape
     Field health
End Type

Global l=LoadTexture("target.jpg")
For x=1 To 5
     For z=1 To 5
          foe.target=New target
          foe\count=25
          foe\health=3
          foe\shape=CreateCube()
          ScaleEntity foe\shape,2,2,2
          PositionEntity foe\shape,Rand(-450,790)+x*5,60,Rand(-600,750)+z*5
          EntityTexture foe\shape,l
          EntityType foe\shape,type_target
          EntityRadius foe\shape,5,5
          NameEntity foe\shape,Handle(foe)
     Next
Next

;Camera look
Function CurveValue#(current#,destination#,curve)

	current#=current#+((destination#-current#)/curve)
	
	Return current#

End Function

;How far the camera can see
cam_range=10000

;Collision method & respons
Collisions type_player,type_terrain,2,2
Collisions type_missile,type_terrain,2,1
Collisions type_target,type_terrain,2,1
Collisions type_missile,type_target,2,1

.game_loop
While Not KeyDown(1)

;How near the camera can see
CameraRange cam,.1,cam_range

;Controls
If KeyDown(200)=True Then MoveEntity cam,0,0,.3
If KeyDown(205)=True Then MoveEntity cam,.3,0,0
If KeyDown(203)=True Then MoveEntity cam,-.3,0,0
If KeyDown(208)=True Then MoveEntity cam,0,0,-0.3

;More camera look
mxs#=MouseXSpeed()*.3                          
mys#=MouseYSpeed()*.3                          
                                               
dest_xangle#=dest_xangle#+mys#                 
dest_yangle#=dest_yangle#-mxs#                 
                                              
xangle#=CurveValue#(xangle#,dest_xangle#,3)   
yangle#=CurveValue#(yangle#,dest_yangle#,3)   
                                               
RotateEntity cam,xangle#,yangle#,0            
                                                   
MoveMouse GraphicsWidth()/2,GraphicsHeight()/2

;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
     bamchn=PlaySound(SOUNDbam)
     ChannelVolume bamchn,.5
     ammo\count=ammo\count-1
EndIf

If KeyDown(57) Then 
MoveEntity missile,0,1,0
EntityParent missile,0

	;get vector to target
	Dx# = EntityX( foe\shape ) - EntityX( missile )
	Dy# = EntityY( foe\shape ) - EntityY( missile )
	Dz# = EntityZ( foe\shape ) - EntityZ( missile )
    ;align missle to target vector
	AlignToVector missile, Dx#, Dy#, Dz#, 2, .09;.05 

EndIf

For t.target=Each target
DebugLog Str$(t)
Next

bulletpath(ammo.bullet,foe.target)

;Gravity
TranslateEntity cam,0,-.35,0
For foe.target=Each target
TranslateEntity foe\shape,0,-2,0
Next

;Acceleration/Jump
If KeyHit(54)=True And CountCollisions(cam)=True Then 
     acceleration#=1
     jumpchn=PlaySound(jump)
     ChannelVolume jumpchn,.2
EndIf
If Not KeyHit(54)=True Then acceleration#=acceleration#-.008
If acceleration#<-.1 Then acceleration#=-.1
TranslateEntity cam,0,acceleration#,0

;Checking for collisions
UpdateWorld

RenderWorld

;I preformed Flip elsewhere in my code

Wend

;Some of this is other stuff
;Freeing Fonts and Stuff
FreeFont hudfont
FreeSound SOUNDbam
FreeSound jump
FreeSound die
FreeSound thrust
FreeImage ch
FreeTexture l
FreeTexture tex
FreeTexture tex2
FreeTexture tex3
FreeTexture tex4

End

Function bulletpath(ammo.bullet,foe.target)
     MoveEntity ammo\shape,.26,-.15,15
     If CountCollisions(ammo\shape)=True Then HideEntity ammo\shape
End Function


If you can find anything to blame in there feel free to point it out.
And thanks in advance.