thanks for the time ottawa actually
this what ive got. this is working perfectly well in some area
there there are some points that the players is gliding up
on some waypoint. i only have 4 nodes on each path.

just to give you a clear picture.
maybe you or anyone can help me on how i can maintain the player on
-180

may thanks.. laugh

Code:
function boot_player()
{
	
	my.ambient=100;
	// attach entity to nearest path
	result = path_scan(me,my.x,my.pan,vector(360,180,1000));
	if (result == 0) { return; } // no path found
	
	// find first waypoint
	var node = 1; // start at first node
	path_getnode(my,node,my.skill20,NULL);
	
	while (1)
	{
		var angle[3];
		// find direction
		result = vec_to_angle(angle,vec_diff(temp,my.skill20,my.x));
		
		// near target? Find next waypoint of the path
		if (result < 25) {
			node = path_nextnode(my,node,1);
			path_getnode(my,node,my.skill20,NULL);
			my.z = -180;
			if(node==3)
			{
				my.z = -180;
				node=1;
				result = path_scan(me,my.x,my.pan,vector(360,180,1000));
				path_getnode(my,node,my.skill20,NULL);
				my.z = -180;
			}
		}
		
		// turn and walk towards target
		//
		my.pan = angle[0];
		//my.z = -180; //<==if i put this it will stuck on the point where the player is gliding.
		
		//c_move(me,vector(3*time_step,0,0),NULL,GLIDE); // walk ahead...
		
		c_move(my,vector(3*time_step,0,0),nullvector, IGNORE_YOU | IGNORE_PASSABLE | IGNORE_WORLD | GLIDE ); //moves the player
		
		my.skill[41] += 6*time_step;
		if(my.skill[41] > 100) {my.skill[41] = 0;}
		ent_animate(my,"walk",my.skill[41],ANM_CYCLE);
		
		wait(1);
	}
	
}



Last edited by bobby_danseco; 06/15/10 08:20.