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);