I meant it like this:
Code:

//skill1: Health 100
//skill2: WalkingSpeed 10
//skill3: TurningSpeed 10
//skill4: JumpHeight 10
//skill5: AttackSpeed 10



//Debug Tekst
string str_type1 = "Aarde"; // Grond types
string str_type2 = "Grass"; // Grond types

//Lettertype
font fnt_century12 = <Centur12.pcx>,16,20; // Century12 font

//Debugging...
text txt_Grond1

{

pos_x = 0;

pos_y = 65;

layer = 15;

font fnt_century12;

string str_type1;

}

text txt_Grond2

{

pos_x = 0;

pos_y = 65;

layer = 15;

font fnt_century12;

string str_type2;

}
///Einde Debug Scripts

action Speler_Beweging()
{
player = my;
camera.genius = my;

c_setminmax(me);

while(my.skill1 > 0)
{
my.skill21 = (key_cuu-key_cud)*my.skill2*time_step;
my.skill22 = (key_cul-key_cur)*my.skill3*time_step;

my.skill30 = c_trace(my.x,vector(my.x,my.y,my.z-10000),IGNORE_PASSABLE|IGNORE_PASSENTS|IGNORE_ME|USE_BOX);
if(my.skill30 > 2)
{
my.skill23 -= 2*time_step;
}else
{
if(my.skill30 < 0)
{
my.skill23 = 5;
}else
{
my.skill23 = 0;
}
}

if(my.skill30 < 2 && key_ctrl)
{
my.skill23 = my.skill4;
my.skill25 = 1;
}

if(my.skill21 != 0)
{
my.skill24 += my.skill21;
my.skill24 %= 100;
ent_animate(me,"run",my.skill24,ANM_CYCLE);
}else
{
my.skill24 += 10*time_step;
my.skill24 %= 100;
ent_animate(me,"stand",my.skill24,ANM_CYCLE);
}

if(my.skill23 == my.skill4 || (my.skill25 < 100 && my.skill25 > 0))
{
my.skill25 += 100/my.skill4*time_step;
ent_animate(me,"jump",my.skill25,NULL);
}

if(key_space && my.skill23 == 0)
{
my.skill24 = 0;
while(my.skill24 < 100)
{
my.skill24 += my.skill5*time_step;
ent_animate(me,"taunt",my.skill24,NULL);

wait(1);
}
}

c_rotate(me,vector(my.skill22,0,0),IGNORE_PASSABLE|IGNORE_PASSENTS);
c_move(me,vector(my.skill21,0,my.skill23),nullvector,IGNORE_PASSABLE|IGNORE_PASSENTS);

vec_set(temp, my.x);
temp.z -= 500; // trace downwards 500 quants below
c_trace (my.x,temp,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS|IGNORE_SPRITES|SCAN_TEXTURE);
// now TEX_NAME is set to the floor name below the MY entity

if((str_stri(tex_name,"sand") != 0))
{
txt_Grond1.visible = ON;
}
else
{
txt_Grond1.visible = OFF;
}
if((str_stri(tex_name,"grass") != 0))

{
txt_Grond2.visible = ON;
}
else
{
txt_Grond2.visible = OFF;
}

wait(1);
}

my.skill24 = 0;
}