The only trouble with pointing one entity at another is that the roll of the entity can end up being anything - this is probably the spinning you're talking about.
Just off the top of my head, try adding the following after pointing the entity at the target:
Does that help? Probably not. lol. :)
Just off the top of my head, try adding the following after pointing the entity at the target:
RotateEntity ent,EntityPitch(ent,True),EntityYaw(ent,True),0,True
Does that help? Probably not. lol. :)