With vec_to_angle(my.pan, temp); you set the new angle (pan) directly. If you want to turn it use c_rotate.


--->>

Save the new angle.
Code:

//create new vector to store angles
var vecAngle[3]

-> vec_to_angle(vecAngle, temp);


then calculate the difference between the angle the enemy has now and the one he should turn to.

Code:

//get diff between current angle and the needed
vec_diff(temp, vecAngle, my.pan);



then turn your enemy

Code:

c_rotate(me, temp, glide);




I didnt test it but it should work.



nipx