The first action uses the path_spline command, the second code is similar to the old code, but rotates smoothly.
You can adjust the rotation speed here:
clamp(ang(my.skill8-my.pan)*0.25,-5,5)*time_step;
5 (and -5) is the maximal angular speed, the factor 0.25 makes the rotation smoother and slower.

Code:
// attach path in WED !
action follow_path_spline() {
	while(1) {
		
		vec_set(my.skill2,my.x);
		
		path_spline(me,my.x,my.skill1);
		my.skill1 += 3*time_step;


		vec_diff(my.skill5,my.x,my.skill2);
		vec_to_angle(my.skill8,my.skill5);
		
		my.pan += clamp(ang(my.skill8-my.pan)*0.25,-5,5)*time_step;
		
		wait(1);
	}
}

action follow_path_smooth() {
	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.skill8,my.skill5);
		
		my.pan += clamp(ang(my.skill8-my.pan)*0.25,-5,5)*time_step;
		
		c_move(me,vector(5*time_step,0,0),nullvector,GLIDE | IGNORE_PASSABLE);
		wait(1);
	}
}




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