Hallo Jungs
Folgendes Problem.
Ich finde den Namen nicht wo der WED für das ENTITY den Attached nahme hin schreibt.

Normal ist es dann my.attachname aber es funkt nicht.

typedef struct ENTITY {
C_LINK link;
char *type; // entity file name
var x,y,z; // position of the entity
var pan,tilt,roll; // euler angles
var scale_x,scale_y,scale_z; // scale factors, 0..255
long flags; // entity flags
var frame; // frame number for sprites & models
var next_frame; // interpolation target frame for models
var skin; // skin texture number for models
var ambient; // -100..+100
var albedo; // 0..100, light reflectivity
var alpha; // 0..100, transparency, default 50
var lightrange; // dynamic light range in quants
var blue,green,red; // dynamic light color, 0..255
long emask; // event enable flags
long eflags; // hull and status flags
var min_x,min_y,min_z;
var max_x,max_y,max_z; // bounding box for entity->entity collisions
var trigger_range;
var push;
var floor_dist; // distance to the floor (if not UNLIT)
long smask; // nosend_... flags
var client_id; // client # that has created this entity
// or view pointer for a layer entity
var skill[100]; // entity skills
var pose; // current bones pose number
MATERIAL* material; // entity material
var u,v; // texture offsets
var group; // collision group
long flags2; // sky flags
char *attachname; <------------------------------------------Das müsste es sein Oder?
EVENT event; // event function
EVENT local; // client side function
var layer; // layer for 2D entities and skies
long vmask; // mask for suppressing mesh groups
char *string1,*string2; // strings
float fRadius; // visual bounding radius
long path_index; // path of the entity
void* model; // mesh/skin info pointer
struct ENTITY* shadow; // shadow sprite or model
struct ENTITY* parent; // parent entity
BMAP* lightmap; // external lightmap (f.i. for terrains)
void* body; // physX actor
var clipfactor; // visual clipping factor
} ENTITY;

Wie komme ich an den Namen?
Kann mir da einer weiterhelfen ?