If you want a smoother and more natural method of following try this:
action TurnTowardsPlayer()
{
VECTOR difference;
VECTOR angle_to_player;
VECTOR ang_diff;
VECTOR steering;
while(1)
{
vec_diff(difference,player.x,my.x);
vec_to_angle(angle_to_player,difference);
vec_diff(ang_diff,angle_to_player,my.x);
vec_set(steering,ang_diff);
steering[0] = ang(steering[0]);
steering[1] = ang(steering[1]);
steering[2] = ang(steering[2]);
vec_normalize(steering,time_frame * 10);
if(vec_length(ang_diff) > 1) vec_add(my.pan,steering);
wait(1);
}
}
Is it alright that I built on top of yours, Germanunkol?

What this does is steer towards the player entity instead of just snapping right to the direction of the player.