Getting Vector from ents.FindByName

Hey dear readers,

im currently working on an Icon that get drawed if a special hook called.

Here the Codes:

local generator_pos

local ICON_EXITHELP = Material("icons/icon_exit.png")

local function AddGenerator()
	local pos, endtime
	pos = net.ReadVector()
	if !LocalPlayer():Alive() then return end

	generator_pos = pos
net.Receive("sls_popularhelp_AddGenerator", AddGenerator)

-- GeneratorIcon
	if  LocalPlayer():Team() != TEAM_KILLER && generator_pos then
		if !GM.ROUND.Active then
			generator_pos = nil
			local pos1 = generator_pos:ToScreen()
			surface.SetDrawColor(Color(255, 255, 255))
			surface.DrawTexturedRect(pos1.x - 64, pos1.y - 64, 128, 128)

This was the Client File… The Draw of Material Works

Now My Problem File:


local function AddGenerator(pos)
	if !GM.ROUND.Active || !IsValid(GM.ROUND.Killer) then return end

local function GeneratorAppear()

	--Icon Generator	

	AddGenerator(Vector(ents.FindByName( "sls_generator" )))

hook.Add("sls_round_StartWaitingPolice", "sls_round_GeneratorIcon", GeneratorAppear)

If this last hook it calls it shows the Icon defined in the client file but not on the position where the entity spawned on the map.

I just need the right Vector from the Entity… The code from the entity here:

function ENT:SpawnFunction( ply, tr )
	if ( !tr.Hit ) then return end
	local ent = ents.Create("sls_generator")
	ent:SetPos( tr.HitPos + tr.HitNormal )

	return ent

Thanks for reading this and have a nice evening.

FindByName is to get entities by their target name (set in hammer). If you allow sls_generators to always transmit with

ENT:UpdateTransmitState, you can loop through the entities with

ents.FindByClass clientside and use

Entity:GetPos on them.

Changed to:

for k, v in pairs( ents.FindByClass( "sls_generator" ) ) do
		--Icon Generator	

Now if the hook gets called it shows it

You don’t have to have to call the Vector copy-constructor – GetPos will already return a unique vector.

Oh… ok it works on both ways… but know i want if a special thing happens the material gets removed automatically did u know how i can handle this? because setting vecotr to 0,0,0 makes it not disappear

Could you describe your issue differently or with code? Your post didn’t make much sense.

Hm If the Hook.runs he draws the material on the condition: if I pick one item up the function will run.

But now if the other quest is finished like activating the generator the material should disappear.