Assume your radar is positioned at X=100,Y=100 on screen and its wide 300px in diameter.
In the enemy function add code to create a panel and display it:
Code:
if(vec_dist(my.x,player.x) < 1000) {
    // No dot exists for me
    if(my.skill44 == 0) {
        PANEL* tmpPan = pan_create(a dot :));
        my.skill44 = tmpPan;
    } else {
        // A dot exists, correct its position
        PANEL* tmpPan = my.skill44;
        tmpPan.x = (radar.x + 150) + (player.x - my.x) * 6.67;
        tmpPan.y = (radar.y + 150) + (player.y - my.y) * 6.67;
        // Too lazy to check the math, cuz I got drunk and I have a headache
        // 1000(dist from player) / 150(radius of radar pan) = ~6.67, do the opposite 1000/6.67 and it becomes 150px. 500/6.67 gives 75 pixels...
    }
} else {
    // If I'm at a distance, but a dot exists
    // remove it...
    if(my.skill44 != 0) {
        PANEL* tmpPan = my.skill44;
        ptr_remove(tmpPan);
        my.skill44 = 0;
    }
}



All this is not tested and if I have a typo it should be easy to fix, but this should give you the starting point...

The problem comes when you want to use it in multiplayer and don't want to use the "player" pointer laugh You have to do it differently... But for a single player game it should work.

PS.: To do an oriented radar you'll have to play with sin(player.pan) and cos(player.pan) on the final dot position on the screen, after you've placed it...

Oh, my head frown


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201