This is what You need:
Code:
function player_move()
{
while(1)
{
vec_diff(temp,my_target,my.pos); //my_target maybe You ent pos
result = vec_to_angle(my_angle,temp);
my._speed = 10;
actor_turnto(my_angle.PAN)
wait(1);
}
}
function actor_turnto(angle)
{
angle = ang(angle - MY.PAN);
if (angle > 10) {temp = my._speed;}
else{
if(angle < -10){temp = -my._speed;}
else{temp = my._speed * angle * 0.1;}
}
MY.PAN += temp * time_step *2;//change this to faster turning
}
I've checked it and its 100% working
