The code you have in totorial1 is:
action patrol_path
{
var node_pos[3]; // temp storage for node position in AI
var node; // current node
var dist; // distance to node

// attach entity to nearest path
node = path_scan(me,my.x,my.pan,vector(360,180,1000));
if (node == 0) { beep();return; } // no path found

// find first waypoint
path_getnode(my,node,node_pos.x,null);


while (1)
{
// find distance
dist = vec_dist(node_pos.x,my.x);

// near target? Find next waypoint of the path
if (dist < 25) {
beep(); // you can comment this out is is nice for test though
node = path_nextnode(my,node,1);
path_getnode(my,node,node_pos.x,NULL);
}
vec_set(temp, node_pos.x);
vec_sub(temp, my.x);
vec_to_angle(my.pan, temp);

my.tilt = 0; // I'm a maniac
temp.x = 5 * time;
temp.y = 0;
temp.z = 0;

c_move (my, temp, nullvector, IGNORE_YOU + IGNORE_PASSABLE + IGNORE_PUSH + ACTIVATE_TRIGGER + GLIDE);

wait(1);
}
}

The code I marked in red is the movement code. How do I change it that if I set the node high up the enemey ship gos up? (I tried deleting my.tilt = 0; but it did not work.)
Also the line of code that turns the enemey towards the player(vec_to_angle(my.pan, temp)) makes the enemey ship snap into place, how do I make it rotate smoothly.

Thank you.