Making a Mobile "Roadblock" So I'm making this danmakufu game in Blender as a school project, and it's due by the end of May.
I have this little rocket:

And I have this... TIE fighter-like thing:

So I'm trying to make the TIE fighter's y-pos match with the player's y-pos, but not make it too fast otherwise the TIE fighter's just going to run into the storm of bullets produced by the player, but I also don't want him to go too fast (or else his bullets would be way out of synch.)
The problem is, however, is that it's decidedly NOT MIT AppInventor or Scratch. You can't just stick in a data block saying &quot;glide to co-ords (objectx+100,objecty)&quot; or &quot;always repeat [wait 5 ticks] [create object &quot;Doop&quot; with (parentx,parenty) and (direction=playerhitbox)]&quot; in Blender. How can such a function be attained in Blender?
Question 1 answered. onto the next one!
Also, how does one actually get the bullet to aim at the player, but not seek?

P.S. the person with the best answer gets to be mentioned in the credits!
to keep the Tie moving in front of the player you can add some random motion on the Y axis with a constraint to keep it in the view, and to keep the Tie moving in front of the object on the X-axis you add some motion on the x axis:



to make a bullet be fired at a position without traking an object you can add another object that will track the hitBox and fire the bullets, when the box move the bullets will not track it