I use the code of JulzMighty. Thank you for that!

You're welcome

I'm glad to see it in use!
Try this new action:
action le()
{
player=me;
var relTilt = 0;
while(1)
{
gravitz();
c_rotate(my,vector(-2*mouse_force.x,0,0),GLIDE|IGNORE_PASSABLE|USE_AXISR);
c_move(my,vector((key_w-key_s)*20*time_step,(key_a-key_d)*20*time_step,walk_speed.z),nullvector,GLIDE | IGNORE_PASSABLE|IGNORE_FLAG2);
vec_set(camera.x,my.x);
relTilt = clamp(relTilt + 2 * mouse_force.y, -90, 90);
vec_set(camera.pan, vector(0, relTilt, 0));
ang_add(camera.pan, my.pan);
wait(1);
}
}
Also, I found the transitions much smoother when putting "time_step" as the last parameter to alignToVec(...) instead of 1, so you might want to try that out and see if that's what you want.
Lastly, your gravits() function is a little bit risky. I think the first part should be "vec_set(runter.x, vector(0, 0, -20000)); vec_rotate(runter.x, my.pan); vec_add(runter.x, my.x);"
The way it currently is, the direction of the trace depends on the entity's position.
I hope that makes sense and is helpful

Jibb