1. i want to use a c_trace to find the distance to the floor.
like
floor_dist = (c_trace(my.x,nullvector,my.z -1000),USE_BOX);
That code you posted is - sorry - nonsense. The first argument of c_trace is the origin of the ray to sent. You wrote my.x, that's valid. As the second argument you gave the nullvector. That does not make any sense. You don't want to trace from every entity to the levels origin, but to a point below the entitiy. Replace nullvector with something like "vector(my.x,my.y,my.z - 1000)". The next argument is the the tracemode, but you wrote my.z - 1000. That's just a mistake because you were mixing functions, eh? I really wonder this even compiles, because you called the function with one argument to much. The use of USE_BOX however is ok again. So the corrected line should look basically like this:
dist = c_trace(my.x,vector(my.x,my.y,my.z -1000),USE_BOX);
Keep in mind the distance to the floor is already available in the entities floor_dist member. So tracing again might be superfluous if you floor_dist suffices your needs.
2. i would like to change the absoute force in script for winds, low gravity and perhaps extreme gravity.
You just need to add those forces togehter with vec_add. That's not a problem becuase all these forces are absolute forces.
3. from what i read accelerate can be used to apply gravity (outside forces) to my player, but it doesnt have collision detection. can it be used with a c_trace and c_move?
accelereate does not have collision detection as it does not move anything. So, deteting collisions that are impossible to happen is a hard task - even for JCL. ;-)
Accelerate requires a current speed, a force and a friction parameter and calculates the resulting speed out of these parameters. You can and in most cases should use the resulting speed with c_move.