Here's how i did:
vec_for_bone(my.x, your, "turret");
ang_for_bone(my.pan, your, "turret");
and for the bone rotation:
ent_bonerotate(your, "turret", vector(-1, 0, 0));
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"your" is the model, who "owns" the bone.
"turret" is the name of the bone.
and "vector( -1, 0, 0)" is how i want my bone to rotate
"vector(pan,tilt,roll)"
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- Muhsin Kaymak
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