THANK YOU TO YOU ALL FOR YOUR HELP!!
Here are the code so far. It is working fine, point somewhere on the "floor" /"ground" and player moves there.
Code:
BMAP* arrow = "cursor.tga";
VECTOR temp;

function point_mouse()
{


  temp.x = mouse_pos.x;
  temp.y = mouse_pos.y;
  temp.z = 5000;
  vec_for_screen(temp,camera);
  c_trace(camera.x,temp,IGNORE_ME);
  	if(hit.x != NULL)
  	{
         vec_set(temp.x,hit.x);
  	}
}

function move_mouse();
function playerAct();

function main()
{
	
	video_mode = 8;
	video_screen = 2;
	
	level_load("test2.WMB");
	wait(2);
	mouse_mode = 1;
	mouse_map = arrow;
	move_mouse();
	
}

function move_mouse()
{
	while(1){vec_set(mouse_pos,mouse_cursor); wait(1);}
}


var walk_prosent;
var stand_prosent;
function playerAct()
{
	camera.z += 200;
	camera.tilt -= 35;
	
	c_setminmax(me);

	VECTOR temp2; vec_zero(temp2);
	ANGLE my_angle; vec_zero(my_angle);
	
	while(1){
		point_mouse();
		if(mouse_left==1){
			while(mouse_left){wait(1);}
			
			vec_set(temp2,temp.x); 
 		 	vec_sub(temp2,my.x);
  			vec_to_angle(my.pan,temp2); // now MY looks at YOU

			my.tilt = 0;
		
			temp2.z = my.z;
		}
		
		if(vec_dist(my.x,temp2)>=250) //>=40
		{
			c_move(me,vector(10*time_step,0,0),nullvector,IGNORE_ME|IGNORE_PASSABLE|GLIDE);
			ent_animate(me,"walk",walk_prosent,ANM_CYCLE);
			walk_prosent += 6 * time_step;
			
		}
	 else{
			ent_animate(my, "stand", stand_prosent, ANM_CYCLE); // then play its "stand" animation
			stand_prosent += 5 * time_step;
		}
			
		wait(1);
	}
}



A6 and A7 Commercial
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Programmer always searching for more to learn and understand. smile