yea i was just coming back to go yay i got it.. thanks quadraxas and MrGuest..

i finally used this...

Code:
action players_code() { 
		 var anim_percentage; // animation percentage
       VECTOR movement_speed; // player's movement speed
       VECTOR tempcamera;
       var distance_to_ground; // the distance between player's origin and the ground
       var camdist = 230;
       var camheight = 70;
       VECTOR temp;
       VECTOR* temp2;
       player = my; // I'm the player
		 while (1) {
				camera.x=player.x - camdist * cos(player.pan);
				camera.y=player.y - camdist * sin(player.pan);
				camera.z = player.z + camheight;
				camera.pan=player.pan;
				camera.tilt = -10;
				
		 		//THIS PART CAUSEs FLICKERING WHY????!!!
				//vec_set(camera.x,vector(-180,0,50));
				//vec_rotate(camera.x,player.pan);
				//vec_add(camera.x,player.x);
				//camera.pan = player.pan;
				//camera.tilt = -15;
				//THAT^ PART CAUSEs FLICKERING WHY????!!!
				my.pan += 6 * (key_a - key_d) * time_step; // rotate the player using the "A" and "D" keys
         	vec_set (temp.x, my.x); // copy player's position to temp
         	temp.z -= 5000; // set temp.z 5000 quants below player's origin
         	distance_to_ground = c_trace (my.x, temp.x, IGNORE_ME | USE_BOX);
         	movement_speed.x = 10 * (key_w - key_s) * time_step; // move the player using "W" and "S"
         	movement_speed.y = 0; // don't move sideways
           	movement_speed.z = - (distance_to_ground - 17); // 17 = experimental value
         	movement_speed.z = maxv(-35 * time_step, movement_speed.z); // 35 = falling speed
         	c_move (my, movement_speed.x, nullvector, GLIDE); // move the player
  				if ((key_w == OFF) && (key_s == OFF)) {
					ent_animate(my, "Standa", anim_percentage, ANM_CYCLE); // play the "stand" animation
   	      }	else { 
      	      ent_animate(my, "Walka", anim_percentage, ANM_CYCLE); // play the "walk" animation
         	}
         	anim_percentage += 8 * time_step; // 5 = animation speed
         	wait (1);       
       	}
}


works beautifully.


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