Hello!
You must apply Angles relative coordinates, and then turn about yourself.
The first part is solved:
(A little more detail)
There is a center of reference coordinates.
To the direction of the inspection of the center and its position on the map, the map rotates.
You must install new objects relative to the map (not the reference center), move them relative to the reference center (the center of the current map rotation), and apply your own angles.
You must apply Angles relative coordinates, and then turn about yourself.
The first part is solved:
[ autoit ]
_GEng_Sprite_OriginSet($_rFxMemP[3], (($_rFxMemU[1])-$_rFxMemP[6]), (($_rFxMemU[0])-$_rFxMemP[5]) ) _GEng_Sprite_AngleSet($_rFxMemP[3], Floor( $_rFxMemU[2] ))
There is a center of reference coordinates.
To the direction of the inspection of the center and its position on the map, the map rotates.
You must install new objects relative to the map (not the reference center), move them relative to the reference center (the center of the current map rotation), and apply your own angles.