now i solved the problem. i have a mesh that has children who have children etc... entityorder sets the order only for the mesh that is given as a parameter, not it's children... would be great if simonh could fix this, i've written a simple recursive ordering now and it works :) for those who had the same problem ->
Function AnimatedEntityOrder(mesh:TEntity,order:int)
For Local c:Int = 1 To CountChildren(mesh)
Local child:TEntity = mesh.GetChild(c)
Self.OrderChilds(child,order)
child.EntityOrder(order)
Next
End Function
Function AnimatedEntityOrder(mesh:TEntity,order:int)
For Local c:Int = 1 To CountChildren(mesh)
Local child:TEntity = mesh.GetChild(c)
Self.OrderChilds(child,order)
child.EntityOrder(order)
Next
End Function