@germanunkol
I solved the problem by set the position of the created entities after the create function:

you = MP_EntityCreate("nplatt.wmb", nullvector, null,null); // create multiplayerentite
you.x=Tilegroesse * spalte; // now move its position
you.y=(Tilegroesse/2)- Tilegroesse * reihe;
you.z=0;
wait(1);// wait one frame so the position data will be send
MP_IgnoreField(you, MPUC_PAN);
MP_IgnoreField(you, MPUC_POSITION); // now disable the tracking for those entities


another question: how do I know how much latency time my game needs? on one machine, the server and client runs fine, but over a LAN, the movement is a slower then normal.
I just tested it with a very very simple code without time or anything. I have to try it with a locked framerate etc. but it woul really help if you could see how big the packages are.