try something like this:

 Code:
var my_angle[3];
var my_target[3];
define _speed,skill1; //turning's speed

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;
}

//in ship's action in while loop add
vec_diff(temp,my_target,my.pos);
result = vec_to_angle(my_angle,temp);
actor_turnto(my_angle.PAN);


 Quote:
c_move(me,vector(-myspeed,0,0),nullvector,GLIDE); // speed up

why your ship going in wrong direction, not forward?

Last edited by tompo; 05/02/08 04:27.

Never say never.