Code:
var speed = 0.02;
action myEntity
{
while (my != NULL)
{
if (key_space) // start pan and tilt
{
while(my.pan != youEntity.pan || my.tilt != youEntity.tilt)
{
vec_diff(temp,youEntity.x,my.x);
vec_to_angle(my.skill1,temp);
my.skill4 = ang(my.skill1 - my.pan);
my.skill5 = ang(my.skill2 - my.tilt);
my.pan += speed * my.skill4 * time_step;
my.tilt += speed * my.skill5 * time_step;
wait(1);
}
}
}
wait(1);
}
EDIT
----
Modified the while condition. Maybe split it into
two while-loop.