If there would be no problems and nightmares, live would be boring! 
So I've got it run now, but there is still one problem:
I have "overshootings" because of the Dead Rekoning. If I write that:
Code:
action player_move
{
my.polygon = on;
while(1)
{
player_dist.x = my.skill30 * time;
player_dist.y = my.skill31 * time;
player_dist.z = my.skill32 * time;
player_rote.pan = my.skill33;
player_rote.tilt = my.skill34;
player_rote.roll = my.skill35;
c_rotate(me,player_rote,ignore_passable + glide + use_polygon);
c_move(me,player_dist,nullvector,ignore_passable + glide + use_polygon);
ent_sendnow(me);
wait (1);
}
}
it works.
But if I only refresh the Entity, when it movement parameters are changed, it won't.
Code:
function Steuerung_Player()
{
var player_distold[3];
var player_roteold[3];
while(1)
{
if(Player)
{
player_distold[0] = player.skill30;
player_roteold[0] = player.skill33;
player.skill30 = 15 * (key_w - key_s);
player.skill33 = 2 * (key_a - key_d);
if(Player_distold[0] != player.skill30 || Player_roteold[0] != player.skill33)
{
send_skill(player.skill30,SEND_VEC);
send_skill(player.skill33,SEND_VEC);
ent_sendnow(Player);
}
camera.pan = player.pan;
camera.x = player.x;
camera.y = player.y;
camera.z = player.z + 30;
}
wait(1);
}
}