[lua]local BoneIndx = ent:LookupBone("ValveBiped.Bip01_Spine")
local BonePos , BoneAng = ent:GetBonePosition( BoneIndx )
local flag = ents.Create("prop_dynamic")
flag:SetModel("models/props_c17/GasPipes006a.mdl")
flag:SetPos(BonePos)
flag:Spawn()
flag:Activate()
//constraint.Weld(ent,flag,BoneIndx,0,0,true)
flag:SetNotSolid(true)
flag:SetColor(team.GetColor(teamNum))[/lua]
This is ran serverside when the flag is picked up. I have tried parenting and weld with no luck. Anyone able to point me in the right direction as i don't want to use think and setpos cause it gets choppy.
[lua]hook.Add("Think","FlagMovement",function()
flag:SetPos(--[[put the owner pos here with an offset]]--)
end)[/lua]
[QUOTE=Science;30141339][lua]hook.Add("Think","FlagMovement",function()
flag:SetPos(--[[put the owner pos here with an offset]]--)
end)[/lua][/QUOTE]
The problem with this is it is very choppy. I used the same method they used for making hats and its client side rather then server side.
You could try taking a look at the OCRP or cider gamemode to see how they do it.
[quote]Child entities will move with the parent entity.[/quote]
[URL]http://wiki.garrysmod.com/?title=Entity.SetParent[/URL]
Is that any help?
Use a ClientsideModel and move it in the PostPlayerDraw hook
Was going to suggest parenting it to the player, but someone beat me to it.
[QUOTE=Science;30145072]You could try taking a look at the OCRP or cider gamemode to see how they do it.[/QUOTE]
Or you could stop posting when you have no idea what your talking about
ma automerg
Well apart from hes said that parenting it to a player does not work.
Why don't you try Entity:SetAttachment(ID) then make the player it's parent?
If memory serves me right, you don;t have to parent something once it's bound to an attachment.
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