Nope, you'll have to move/rotate it by yourself.

In action function of ENTITY a, you could create ENTITY b as it's parent.
Then in while loop at the very end (after moving ENTITY a) you could check, if ENTITY b exists, and if it does, then move/rotate it with ENTITY a.

Code
action move_test()
{
	my.parent = ent_create(CUBE_MDL, my.x, NULL);

	while(my)
	{
		// move my
		
		if(my.parent)
		{
			vec_set(my.parent.x, my.x);
			vec_set(my.parent.pan, my.pan);
		}
		wait(1);
	}
}


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