Making this script take effect to ALL turrets and objects

I’m not even close to finished on this turret script, but i


t works. The trouble I’m having is this script only takes effect to only 1, turret, homing turret,laser turret, and string turret. This script is going on my website as a turret tut. But the trouble comes as it can only effect 1 enemy, and 4 different turrets. I tried to write a for looping script, and setting it as a var, IE: for (k=0;k<100;k++){ target1 = _root[“obj1”+k] }

This is the frame script (Don’t comment on its messy writing …)


money = 0;
fire = 0;
_root.enemy = false;
//Points to attach at
Tx = _root.obj1._x;
Ty = _root.obj1._y;
fire2 = 0;
Ys = _root.player2._x;
Yy = _root.player2._y;
fire3 = 0;
Zs = this.player3.Bp1._x;
Zy = this.player3.Bp1._y;
fire4 = 0;
Js = _root.player4._x;
Jy = _root.player4._y;
speed = 0;
xspeed = 0;
yspeed = 0;
speed = 4;
handling = 90;
allowshoot1 = false;
allowshoot2 = false;
allowshoot3 = false;
allowshoot4 = false;
var speed:Number = 4;
var dx:Number;
var dy:Number;
var distance:Number;
var numMiss:Number = 10;
var turning = 12;

onEnterFrame = function () {
    
    //Firing Turret
    //Created by zachary 
    //I worked hard on these, So...Credit would be nice....
    distance = 150;
    rx = _root.obj1._x;
    ry = _root.obj1._y;
    tx = _root.target1._x;
    ty = _root.target1._y;
    if (Math.sqrt((rx-tx)*(rx-tx)+(ry-ty)*(ry-ty))<distance) {
        allowshoot1 = true;
    } else {
        allowshoot1 = false;
    }
    rx = _root.target1._x;
    ry = _root.target1._y;
    cx = _root.obj1._x;
    cy = _root.obj1._y;
    angle = 5+(180*Math.atan2(ry-cy, rx-cx)/Math.PI);
    if (allowshoot1 == true) {
        _root.obj1._rotation = angle;
    }
    //Angle System and shoot system (:                                      
    fire++;
    if (allowshoot1 == true) {
        if (fire>=obj1.speed) {
            //Thanks kirupa, for the dynamic sound tut..:D
            kirupaSound = new Sound(this);
            kirupaSound.attachSound("Boom1");
            kirupaSound.start(0, 1);
            //Edn of Sound attachment
            this.obj1.player.play();
            bullet1 = attachMovie("bullet", "bullet_"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:Tx, _y:Ty});
            fire = 0;
            bullet1._rotation = angle;
            bullet1.dirx = Math.cos(angle*Math.PI/180)*200;
            bullet1.diry = Math.sin(angle*Math.PI/180)*200;
        }
    }
    bullet1.onEnterFrame = function() {
        this._x += this.dirx/50;
        this._y += this.diry/50;
        if (this.hitTest(_root.target1)) {
            unloadMovie(this);
            obj1.UpgradePts += obj1.earn;
            _root.target1.Strength -= 25;
        }
        this._alpha -= 2;
        if (this._alpha<=0) {
            unloadMovie(this);
        }
    };
    //Laser Turret
    //Fires laser at enemy
    //these are slower but give more damage
    fire2 = 0;
    ex = _root.target1._x;
    ey = _root.target1._y;
    dx = _root.player2._x;
    dy = _root.player2._y;
    angle2 = (170*Math.atan2(ey-dy, ex-dx)/Math.PI);
    _root.player2._rotation = angle2;
    fire1++;
    if (fire1>=26) {
        kirupaSound = new Sound(this);
        kirupaSound.attachSound("Laser1");
        kirupaSound.start(0, 1);
        bullet2 = attachMovie("bullet2", "bullet_2"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:Ys, _y:Yy});
        fire1 = 0;
        bullet2._rotation = angle2;
        bullet2.dirx = Math.cos(angle2*Math.PI/180)*200;
        bullet2.diry = Math.sin(angle2*Math.PI/180)*200;
    }
    bullet2.onEnterFrame = function() {
        this._x += this.dirx/50;
        this._y += this.diry/50;
        if (this.hitTest(_root.target1)) {
            _root.target1.Strength -= 50;
            unloadMovie(this);
        }
    };
    //String Turret
    //Draws Line from Our Dot to enemy
    //these take very little damage from our enemy
    // my personal favorite
    distance = 100;
    //Distance
    kx = _root.target1._x;
    ky = _root.target1._y;
    px = _root.player3._x;
    py = _root.player3._y;
    angle3 = 5+(180*Math.atan2(ky-py, kx-px)/Math.PI);
    if (allowshoot3 == true) {
        _root.player3._rotation = angle3;
    }
    rx = _root.player3._x;
    ry = _root.player3._y;
    tx = _root.target3._x;
    ty = _root.target3._y;
    //Some stats..
    if (Math.sqrt((rx-tx)*(rx-tx)+(ry-ty)*(ry-ty))<distance) {
        allowshoot3 = true;
    } else {
        allowshoot3 = false;
    }
    if (allowshoot3 == true) {
        createEmptyMovieClip("pen", 5);
        pen.lineStyle(2, 0x009900);
        pen.moveTo(_root.player3._x, _root.player3._y);
        pen.lineTo(target1._x, target1._y);
    } else {
        unloadMovie("pen");
    }
    if (["pen"].hitTest(_root.target1)) {
        _root.target1.Strength -= 12;
    }
    //...Homing Bullets!       
    //Thanks SL for the BASIC, script for functioning
    //homing bullets!
    distance = 150;
    rx = _root.player4._x;
    ry = _root.player4._y;
    tx = _root.target1._x;
    ty = _root.target1._y;
    if (Math.sqrt((rx-tx)*(rx-tx)+(ry-ty)*(ry-ty))<distance) {
        allowshoot4 = true;
    } else {
        allowshoot4 = false;
    }
    ox = _root.target1._x;
    oy = _root.target1._y;
    ux = _root.player4._x;
    uy = _root.player4._y;
    angle4 = 5+(180*Math.atan2(oy-uy, ox-ux)/Math.PI);
    _root.player4._rotation = angle4;
    fire++;
    if (fire>=125) {
        if (allowshoot4 == true) {
            bullet4 = attachMovie("bullet5", "bullet_"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:Js, _y:Jy});
            bullet4._rotation = (player4._rotation)+90;
            fire = 0;
            this.player4.anim.play();
            this.player4.anim2.play();
            bullet4.onEnterFrame = function() {
                if (enemy == true) {
                    if (this.hitTest(_root.target1)) {
                        unloadMovie(this);
                        _root.target1.Strength -= 100;
                    }
                    dx = _root.target1._x-this._x;
                    dy = _root.target1._y-this._y;
                    angle = Math.round(Math.atan2(dy, dx)*180/Math.PI);
                    ro = this._rotation;
                    if ((angle-ro<90 && angle-ro>-90) || angle-ro>270 || angle-ro<-270) {
                        this._rotation += turning;
                    } else if (angle-ro<180 || angle-ro>-180) {
                        this._rotation -= turning;
                    }
                    distance = Math.sqrt((dx*dx)+(dy*dy));
                    xx = Math.sin(this._rotation*Math.PI/180)*8;
                    yy = Math.cos(this._rotation*Math.PI/180)*8;
                    this._x += xx;
                    this._y -= yy;
                } else {
                    dx = player4._x-this._x;
                    dy = player4._y-this._y;
                    angle = Math.round(Math.atan2(dy, dx)*180/Math.PI);
                    ro = this._rotation;
                    if ((angle-ro<90 && angle-ro>-90) || angle-ro>270 || angle-ro<-270) {
                        this._rotation += turning;
                    } else if (angle-ro<180 || angle-ro>-180) {
                        this._rotation -= turning;
                    }
                    distance = Math.sqrt((dx*dx)+(dy*dy));
                    xx = Math.sin(this._rotation*Math.PI/180)*8;
                    yy = Math.cos(this._rotation*Math.PI/180)*8;
                    this._x += xx;
                    this._y -= yy;
                }
            };
        }
    }
};