Try something like this-

Code:
VECTOR* My_Vector = {x=0;y=0;z=0;}

...

My_Vector.x = enemy.x - 3 * cos(my.x); // Play around with "3"
My_Vector.y = enemy.y - 3 * sin(my.x);
My_Vector.z = enemy.z;
		
vec_set (My_Vector.x, player.x);
vec_sub (My_Vector.x, my.x);
vec_to_angle (my.pan, My_Vector.x); // rotate it towards the target

...



Last edited by ambe; 02/25/10 14:46.

- code monkey