So, you want to have an object spin in place, but you want to keep track of the pan value it had on startup?

The easiest way to do this is to store the entity's original pan value in a skill so you can use it in other functions and stuff, like this:

Code:
ENTITY* spinning_ent;

action spinning_action()
{
  spinning_ent = my; // I am the spinning entity
  my.skill1 = my.pan; // store my original pan in SKILL1

  while(my) // while I exist
  {
    my.pan += time; // increase my pan value

    wait(1);
  }
}

action comparing_action()
{
  while(my) // while I exist
  {
    if( spinning_ent != null ) // validity check
    {
      my.pan = spinning_ent.skill1; // always set me to look in the direction you were originally set to
    }

    wait(1);
  }
}



Note that I only use an entity pointer for the spinning object to make the comparisons between the two actions valid in this example. If you are finding the pointer referencing the spinning object some other way, you don't need to use an entity pointer like "spinning_ent".


Eats commas for breakfast.

Play Barony: Cursed Edition!