this is how i do it atm:
Code:

action pathRunner()
{
my.push = 10;
var health;
VECTOR temp;
VECTOR startPos,endPos,nodeCheck;
var node = 1,anim = 0;
path_set(me, my.string1);
while(1)
{
health = 100;
while(health>0)
{
path_getnode(my,node, startPos, my.skill1);
vec_set(my.x,startPos);
node = path_nextnode(my,node,1);
path_getnode(my,node, endPos, my.skill1);
vec_set(temp,endPos);
vec_sub(temp,my.x);
vec_to_angle(my.pan,temp);
my.tilt = 0;
my.roll = 0;
while(vec_dist(my.x,endPos)>5)
{
c_move(me,vector(15*time_step,0,0),nullvector,IGNORE_SPRITES|IGNORE_PASSABLE|IGNORE_YOU);
anim += result;
ent_animate(me,"walk",anim,ANM_CYCLE);
c_setminmax(me);
wait(1);
}
wait(1);
}
wait(1);
}
ent_remove(me);
}



only problem here your path has to be a closed one, since it doesnt walk back... it works quite good here...


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