Did you make sure that the player_walk has a _ between the player and the walk?

try this updated code:
Code:
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////// O.w.n..c //////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////





function camera_follow(ENTITY* ent) 
{ 
   while(1) 
   { 
   vec_set(camera.x,vector(-128,0,45)); 
   vec_rotate(camera.x,ent.pan);
   vec_add(camera.x,ent.x);
   vec_set(camera.pan,vector(ent.pan,-10,0)); 
   wait(1); 
   } 
}

action player_walk()
{ 
while(my!=NULL)
	{    
   var walk_percentage = 0;
   while (1) 
   {
   if (my.client_id == dplay_id) { // the following code runs on the player's client only
   my.skill1 = key_w - key_s; // forward/backward
   send_skill(my.skill1,SEND_UNRELIABLE|SEND_RATE); // send movement request to the server
   my.skill2 = key_a - key_d; // left/right rotation
   send_skill(my.skill2,SEND_UNRELIABLE|SEND_RATE); // send rotation request to the server
   }  
  
   if (connection & CONNECT_SERVER) 
   {
   my.pan += my.skill2*5*time_step;   // rotate the entity using its skill2
   var distance = my.skill1*5*time_step;
   c_move(me, vector(distance,0,0), NULL, GLIDE); // move it using its skill1
   walk_percentage += distance;
   ent_animate(me,"walk",walk_percentage,ANM_CYCLE); // animate the entity	
	wait(1);
	}
	wait (1);
	}
}
}


function main()
{
  if (!connection) 
    error("The Server is offline");
  else 
    while (dplay_status < 2) wait(1); // wait until the session is opened or joined
	
  dplay_localfunction = 2; // run actions both on server and client
  level_load ("O.w.n..wmb");
  vec_set(camera.x, vector (-600, 0, 100)); // set a proper camera position

  if (connection & CONNECT_SERVER)  // this instance of the game runs on the server
    ent_create ("cbabe.mdl", vector (100, 50, 40), player_walk); // then create the red guard!
  else // otherwise, it runs on a connected client
    ent_create ("cbabe.mdl", vector (-100,-50, 40),player_walk); // create the blue guard	
    wait(1);
    
}



The problem was that you had multiple brackets in your player action without having a while loop or anything and that was cutting off half of the action.


"Pow! You are dead! Not big suprise!" -Heavy