Thx, for your code! 
But i want to use the pan direction of the entity and the player position to become a horizontal animation.
if the differenz = 180°(player is behind the enemy), the turn animation is on 100%
if the differenz = 0°(player is infront of him), the turn animation is 0%
the problem is, i have no idea, how i get this differenz.

This is my version of the "look-at-the-cube-test"
The vertical look direction works fine, but the horizontal is major improvised and ugly.
I need a smooth animation, who works in both directions!(turn holzo's pan to 180° and you know what i mean ....)
#include <acknex.h>
#include <default.c>
action holzo()
{
VECTOR temp;
var verti_direction;
var hori_direction;
while(1)
{
vec_set (temp.x, player.x);
vec_sub (temp.x, my.x);
vec_to_angle (my.skill50, temp);
// hori_direction = ???
verti_direction = ((my.skill51 + 90)/180) * 100;
my.skill10 += 5*time_step;
ent_animate(me, "stand", my.skill10, ANM_CYCLE);
ent_animate(my, "direction", verti_direction, ANM_ADD);
////////////////////// useless part //////////////////////
if(player.x < my.x) hori_direction = 0;
else hori_direction = 100;
//////////////////////////////////////////////////////////
ent_animate(my, "ignore", hori_direction, ANM_ADD);
wait(1);
}
}
action justsid()
{
player = me;
while(me)
{
my.z += 20*(key_w-key_s)*time_step;
my.x -= 15*(key_a-key_d)*time_step;
wait(1);
}
}
void main(){
wait(1);
warn_level = 0;
mouse_mode = 4;
level_load(NULL);
ent_create(CUBE_MDL, vector(0, 500, 0), justsid);
ent_create("holzo.mdl", vector(0, 500, 0), holzo);
camera.pan = 90;
}
control the cube with "w-a-s-d"
Hope i say nothing wrong....OTTER