use BEAM if possible. just set your offset/distance into velocity and don't set move.
else use lerp:
Code:
VECTOR temp;
distance = vec_dist(pos_a.x,pos_b.x);
var per_quant = 4;
for(i = 0; i <= per_quant * distance; i++)
{
vec_lerp(temp, pos_a, pos_b, i / (per_quant * distance));
effect(pulse_ef_a_base,1,temp,nullvector);
}



Visit my site: www.masterq32.de