rendered paste bodySetObjectLookAt(object, Float:X, Float:Y, Float:Z){ // By Luby new Float:X2, Float:Y2;//, Float:Z2; X2 = X; Y2 = Y; //Z2 = Z; new Float:sin,Float:dis,Float:x,Float:y,Float:z,Float:tmp3,Float:tmp4,Float:MindAngle; GetObjectPos(object,x,y,z); dis = floatsqroot(floatpower(floatabs(floatsub(x,X2)),2)+floatpower(floatabs(floatsub(y,Y2)),2)); if(x>X2) tmp3=x-X2; else tmp3=X2-x; if(y>Y2) tmp4=y-Y2; else tmp4=Y2-y; if(Y2>y && X2>x) { sin = asin(tmp3/dis);MindAngle = floatsub(floatsub(floatadd(sin, 90), floatmul(sin, 2)), -90.0); } if(Y2<y && X2>x) { sin = asin(tmp3/dis);MindAngle = floatsub(floatadd(sin, 180), 180.0); } if(Y2<y && X2<x) { sin = acos(tmp4/dis);MindAngle = floatsub(floatadd(sin, 360), floatmul(sin, 2)); } if(Y2>y && X2<x) { sin = asin(tmp3/dis);MindAngle = floatadd(sin, 180); } new Float:Zangle = floatsub(MindAngle, 0.0); print(fastformat(FloatToStr(MindAngle))); GetObjectPos(object,x,y,z); X2 = floatsqroot(floatpower(floatabs(floatsub(0,X)),2)+floatpower(floatabs(floatsub(0,Y)),2)); x = floatsqroot(floatpower(floatabs(floatsub(0,x)),2)+floatpower(floatabs(floatsub(0,x)),2)); Y2 = Z; y = z; print(fastformat(FloatToStr(Y2), FloatToStr(X2))); dis = floatsqroot(floatpower(floatabs(floatsub(x,X2)),2)+floatpower(floatabs(floatsub(y,Y2)),2)); if(x>X2) tmp3=x-X2; else tmp3=X2-x; if(y>Y2) tmp4=y-Y2; else tmp4=Y2-y; if(Y2>y && X2>x) { sin = asin(tmp3/dis);MindAngle = floatsub(floatsub(floatadd(sin, 90), floatmul(sin, 2)), -90.0); } if(Y2<y && X2>x) { sin = asin(tmp3/dis);MindAngle = floatsub(floatadd(sin, 180), 180.0); } if(Y2<y && X2<x) { sin = acos(tmp4/dis);MindAngle = floatsub(floatadd(sin, 360), floatmul(sin, 2)); } if(Y2>y && X2<x) { sin = asin(tmp3/dis);MindAngle = floatadd(sin, 180); } print(fastformat(FloatToStr(MindAngle))); GetObjectRot(object, x, y, z); SetObjectRot(object, 90.0, 90.0, Zangle); GetObjectPos(object,x,y,z);}