so like:
entity* player;
var create_ver;
var tilt_var;
var vertex_1 = 0; //change this to the first vertex num
var vertex_2 = 1; //change this to the second vertex num

action saber
{
vec_for_vertex (tilt_var, player, vertex_2);
my.pan = tilt_var;
my.tilt = tilt_var;
my.roll = tilt_var;
}

action player_act
{
player = me;
vec_for_vertex (create_ver, me, vertex_1);
ent_create ("sprite.tga", create_ver, saber_act);
}


- aka Manslayer101