You are right indeed, I have it applied right after my gravity trace:
Code:
// do a trace to get the z position below the entity
tracePos = c_trace(my.x, vector(my.x, my.y, my.z - 500), IGNORE_FLAG2 | IGNORE_ME | IGNORE_PASSABLE | IGNORE_PUSH);
alignToVec(my.pan, normal, vector(0,0,1), 15); // awesome for scaling walls, bit useless in a beat em up
// set the position of the entity smoothly to the trace target



Even though you already found it out, I'm posting this for others to learn from as well laugh
The only thing that you could do to improve my code, is use math to do a trace depending on the characters rotation, rather then always straight down...

regards,


Formerly known as dennis_fantasy
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