Maybe it works with that code. I think i would do it another way

Code:
function destroy_them
{
	if (event_type == EVENT_ENTITY) 
	{
		if (you.skill40 == 99) // a ship was hit?
		{
			score_value += 100; // get 100 points for a ship
			my.skill10 = 0;
			effect(particles_explo2, 30, my.x, nullvector);
			wait(1)
			ent_remove(me);
		}
		else
		{
			if(my.skill40 = 1)
			{
				my.skill10 = 0;
				effect(particles_explo2, 30, my.x, nullvector);
				wait(1)
				ent_remove(me);
			}
		}
	}  
}

action enemy_follow_path
{
	var dist = 0; // entity walk speed
	var LastPos[3];
	var Dir[3];
	
	while (player == null) {wait (1);}
	
	my.z = player.z;
	my.ENABLE_ENTITY = on;
	my.event = destroy_them;
	
	my.skill40 = 1;
	my.skill10 = 1;
	
	path_set(my, "path_002"); //he name of your path set in WED

	while(my.skill10 == 1)
	{
		path_spline(me,my.x,dist); // spline curve for smooth walking
		dist += 12*time_step; // change this to change the walk speed
		c_move(me,vector(1*time_step,0,0),nullvector,IGNORE_YOU); // this is for collision but you donīt need
		vec_diff(Dir,my.x,LastPos);
		vec_to_angle(my.pan,Dir);
		vec_set(LastPos,my.x);
		my.MOVEMENT_SPEED += 10 * time_step;

		wait(1);
	}
}


Hereīs a example of the code!

> Click Here <