Heres a commented example for you...

Code:
 

vec_set(temp, my.x); // makes it so temp is always starts at my.x
temp.z -= 4000; // set how far to trace
trace_mode = ignore_me+ignore_sprites+ignore_models; // sets the trace
air = trace(my.x, temp); // see's if player will hit ground sometime

if(air > 3) //if the player is still in the air
{
force = -12 * time; // sets how fast you fall
}

else
{
force = 0; // makes sure you dont fall anymore
}



So just have your player_speed.z value to equal force. Hope that helps


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/