OK! I got that working. Here's the current code:

Code:
action walking_npc()
{
	my.skill1 = 1; //start with first node
	path_getnode(my,my.skill1,my.skill2,NULL);
	while(1) {
		
		// close to node => get position of next node
		my.skill4 = my.z;
		if(vec_dist(my.skill2,my.x) < 16) {
			my.skill1 = path_nextnode(my, my.skill1, 1);
			path_getnode(my,my.skill1,my.skill2,NULL);
		}
		
		// turn to next node
		vec_diff(my.skill5,my.skill2,my.x);
		vec_to_angle(my.pan,my.skill5);
		my.tilt = 0;
		
		c_move(me,vector(2*time_step,0,0),nullvector,GLIDE | IGNORE_PASSABLE);
		ent_animate(me, "walk", walk_percentage, ANM_CYCLE); 
		walk_percentage += 4 * time_step; 
		wait(1);
	}
}



Now, how does one use the path_spline command (or something similar) to allow for smooth transitions from node to node (i.e. rounding corners)?