Finally! I've managed to make it work properly and with very little lag.
This thing does the same that my other scene did, but better. (Actually, with a handful of functions)
I've done this just to take a shot at functions and Kilinich's so-called magic (which I'm figuring out just fine), and because
someone didn't want to optimize the other version himself. It does work better, but we still can't use it because we don't have a drone (/
someone didn't want to make it because he said it was too hard to make, even having done 2 different drones already).
So, what's new here?
» Everything (except the search lasers) done with a much simpler method that involves eval and 5 buffer slots.
» A script that detects if the geom is alive or has already been fired to death (They didn't work because of a weird bug)
» Visual lights as tracers that don't trace
» Less lag (!!)
» Possibility to have an ignoreable geom, using priority 0
» Improved Beautifulness (

)
I guess you'll have to wait some time to see this move and search for other targets. If you add more targets it'll work perfectly, but the idea would be for it to go forward until it finds something.
Please
RATE (the real thing, don't just say your rating!) AND COMMENT! Tell me what you think about the script.
■Basic Explanation■:
The lasers search and save on the buffer slots. then an average of the priorities is done, and the gun fires to any objective upon the average, then does the average again, fires again, and so, until there's no objective. Then it searches until at least one slot is full, or until every slot fills (delete one of the non-ignored objectives to see!).
The
5 lamps are the buffer slot priorities, and the one that flashes is the current target. If a lamp is gray, the slot is empty.
The
middle lamp is the average light. Any light with more red color than it will be the next target.
Hope you understand!
Fix: I just got rid of the "is this a bullet" test on the targets. anything going fast enough will damage the target by 2.