well, here's another way of doing it,
#constant maxrockets=20
type rocket
in_use
speed
damage
life
collision
endtype
dim rocket(maxrockets) as rocket
for i=1 to maxrockets
rocket(i).in_use=0
rocket(i).life=0
rocket(i).collision=0
make object sphere (i + 50), 10
color object (i + 50),rgb(255,0,0)
hide object (i + 50)
next i
do
`code goes here
rocket_handle()
sync
loop
function rocket_handle()
for i=1 to (maxrockets)
if mouseclick()=1 and rocket(i).life=0 and reload=0 and rocket(i).in_use=0
show object (i + 50)
position object (i + 50 ),object position x(playerobject),object position y(playerobject), object position z(playerobject)
rotate object (i + 50), camera angle x(),camera angle y(), camera angle z()
rocket(i).in_use=1
rocket(i).life=1
reload=1
endif
if rocket(i).life>=1
move object (i + 50),1
rocket(i).life=rocket(i).life+1
endif
if rocket(i).life>=1000 or rocket(i).collision=1
hide object (i + 50)
rocket(i).life=0
rocket(i).in_use=0
endif
next i
if reload>=1 then reload=reload+1
if reload>=reload_time then reload=0
endfunction
as you can tell that was written for something like a rocket launcher, it shouldn't be too hard for you to make it work in an fps game
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