How to create homing missile that follows path using Unity and iTween

Greetings everyone!

Been messing around with Unity and iTween and bought some of the examples and have a character moving along a path and jumping all fine and dandy.

Problem arose when I decided to have the character shoot. Originally I used a modified version of the code from FPS tutorial, but that just fires in a direction. What I want is for the projectile to be created and then follow down the same path the player is on but I'm having problems getting the syntax right for the iTween.PutOnPath. Specifically, with getting the players current position.

Here's the current code and any help would be greatly appreciated.

  var projectile : GameObject;
  var initialSpeed = 20.0;
  var reloadTime = 0.5;
  var ammoCount = 20;
  private var lastShot = -10.0;

//Path Attach
  var path : Transform[];
  private var pathPosition : float=0 ;
  public var character : Transform;
  private var value : float;
  public var rocketSpeed : float;
  private var closest : GameObject;
  private var coordinateOnPath : Vector3;
  var pathPercent : float;

  function Update(){
    FindClosestEnemy();
    DetectKeys();
  }

// Find the name of the closest enemy
  function FindClosestEnemy () : GameObject {

// Find all game objects with tag Enemy
    var gos : GameObject[];
    gos = GameObject.FindGameObjectsWithTag("Enemy");
    var closest : GameObject;
    var distance = Mathf.Infinity;
    var position = transform.position;
// Iterate through them and find the closest one
    for (var go : GameObject in gos) {
      var diff = (go.transform.position - position);
      var curDistance = diff.sqrMagnitude;
      if (curDistance < distance) {
        closest = go;
        distance = curDistance;
      }
    }
    return closest;
  }

  function DetectKeys(){
//fire
    if (Input.GetKeyDown("left ctrl") && Time.time > reloadTime + lastShot && ammoCount > 0) 
    {
      Debug.Log ("FIRE");
      // create a new projectile, use the same position and rotation as the Launcher.
      var instantiatedProjectile : GameObject = Instantiate (projectile,transform.position, transform.rotation);

      //Find Character Location on Path
      pathPercent = pathPosition%1;
      coordinateOnPath = (iTween.PointOnPath(path,pathPercent));

      //Place on Path
      iTween.PutOnPath(projectile,path, coordinateOnPath);

      //Orient object to path 
      transform.LookAt(iTween.PointOnPath(path,value+.05));

      //Make it a RigidBody
      instantiatedProjectile.AddComponent ("Rigidbody");
      instantiatedProjectile.AddComponent ("CapsuleCollider");

      // Move Rocket to Closest Enemy
      iTween.MoveTo(closest, transform.position, rocketSpeed);

      //Original Movement Code
      //instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));

      //Ignore Collisions between object and Projectile
      Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);

      //Cooldown and Reduce Ammo Count
      lastShot = Time.time;
      ammoCount--;

    }
  }

//Just making your code better looking, sorry for the edit.

As my undertanding, function MoveTo of itween works only on start instead of update,so, that is the problem. my suggestion is to have on script to create prefab that move by itween and you need create path on runtime then it may get the effect you need