You can calculate the right position by using TFormPoint:
TFormPoint 0, 1, 0, scene, 0
means: transform point (0,1,0) from "scene" to "0" (=global world).
(0,0,0) is the objects position itself. Any rotations/scaling is taking in account using TFormPoint.
After that, read TFormedX(), TFormedY() and TFormedZ() to get the transformed position:
PositionEntity obj, TFormedX(), TFormedY() and TFormedZ()
You can schtick objects to the scene using EntityParent:
EntityParent obj, scene
To detach them, use EntityParent obj, 0 (<-global world)
TFormPoint 0, 1, 0, scene, 0
means: transform point (0,1,0) from "scene" to "0" (=global world).
(0,0,0) is the objects position itself. Any rotations/scaling is taking in account using TFormPoint.
After that, read TFormedX(), TFormedY() and TFormedZ() to get the transformed position:
PositionEntity obj, TFormedX(), TFormedY() and TFormedZ()
You can schtick objects to the scene using EntityParent:
EntityParent obj, scene
To detach them, use EntityParent obj, 0 (<-global world)