• Client-Side created entities doesn't exist
    6 replies, posted
[lua] local ent = ents.Create("prop_physics") ent:SetModel("models/myproject/mymodel.mdl") ent:SetPos(LocalPlayer():GetPos() + Vector(0,12,0)) ent:Spawn() Msg("ID: "..ent:EntIndex().."\n") [/lua] Msg outputs: -1 "ent" returns NULL Entity I really don't get why it doesn't work... It perfectly works creating Server-Side. and how a "predicted" entity works ? I know there a few entities predicted, such as the vehicles, player movement...
[b][url=http://wiki.garrysmod.com/?title=G.ClientsideModel]G.ClientsideModel [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b]
[QUOTE=|FlapJack|;27614832][b][url=http://wiki.garrysmod.com/?title=G.ClientsideModel]G.ClientsideModel [img_thumb]http://wiki.garrysmod.com/favicon.ico[/img_thumb][/url][/b][/QUOTE] Damn! How I haven't seen that function before!? thanks anyway... [b]edit:[/b] Still doesn't work...
Clientside models are affected by the garbage collector, store them in a table or something.
[lua] b_CEnt = ClientsideModel("models/myproject/mymodel.mdl", RENDERGROUP_OPAQUE) b_CEnt:SetPos(LocalPlayer():GetPos() + Vector(0,12,0)) [/lua] Still returns NULL Entity...
Isn't that expected behavior? Ent indices are the same client and server-side so if you create a client-side only entity it gets an ent index of -1 to not mess up the system. Does it error when you call :SetPos etc?
Yep, "Tried to use NULL Entity"
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