Ah I got another idea for ya,
why not use vec_dist + mouse_left:
add:
player = me;
in your player's action (at the very top of it)
Code:

var counter = 0;

action ball_path
{
while(!player) { wait(1); } //wait until the player is created
my.skill2 = 0;
while(!my.skill2)
{
if((vec_dist(my.x,player.x) < 50) && mouse_left == 1)
{ my.skill2 = 1; )
wait(1);
}

counter = 0; //number of waypoints
temp.pan = 360;
temp.tilt = 180;
temp.z = 1000;
result = scan_path (my.x, temp);

if (result == 0)
{
return;
}

ent_waypoint(my._TARGET_X,1);

//loop for ball to travel path
while (counter<24)
{
temp.x = my._TARGET_X - my.x;
temp.y = 0;
temp.z = my._TARGET_Z - my.z;
result = vec_to_angle(my_angle,temp);

if (result < 23)
{
ent_nextpoint (my._TARGET_X);
counter+=1;
}
//move ball model along path
c_move(my, vector(temp.x,0,temp.z), nullvector,ignore_passable);

wait(2);
}
score_basket();
}



Last edited by Thunder; 04/02/06 14:18.