Thanks :) will check out that plugin :)
- Wasnt really a solution, just ended up i didnt really need to take that approach. Each of my turret sprites fires it own type of ammunition.. so all i really had to do was check if the turret is ready to fire and spawn the bullet sprite for that turret (i know, a little dumb). The problem stemmed from the fact i was using families, and thinking i should be firing bullets like this "Family.Fire()", which would spawn the correct bullet in a more abstract, and perhaps easier to maintain way.. but im happy to settle for none family approach in this situation..
anyway, thanks for all your help :)