How do get an entity to be ignored by traces

How can I get an entity (A prop) to be ignored by all traces? Especially stuff like bullets, etc.

Add a filter to the trace data table.

[lua]
local tracedata = {}
tracedata.start = Vector(0, 0, 0)
tracedata.endpos = Vector(0, 0, 300)
tracedata.filter = Entity(1)
local trace = util.TraceLine(tracedata)
[/lua]

What I want to do, though, is be able to spawn a prop and when I whip out a gun and shoot it, the bullets pass right through it. I’m not editing the Swep. Same goes for toolgun/physgun.

Why would you want to do that? Just explain fully what you’re trying to do.

What I want it to do is basically act like it doesn’t exist and not delete it. I need keep the entity in the world, but I don’t want it to be possible to interact with.

**[Entity.SetMoveType

http://wiki.garrysmod.com/favicon.ico](http://wiki.garrysmod.com/?title=Entity.SetMoveType)**

[editline]06:49PM[/editline]

What the hell does that have to do with anything?

[quote=“iRzilla, post:7, topic:49434”]

What I need to do is keep the entity’s index and whatnot in the world, not just create a new one like what that does.

Sigh. It returns a entity, read before posting.

You can set the movetype so it doesent interact with aything.

Would be a pain to get on all clients and still have a physics object serverside.

Not (easily) possible (afaik) without modifying the weapons.

MoveType. Does not affect that at all, read before you post.

Also if he wants it done with serverside ents:

**[Entity.SetNotSolid

http://wiki.garrysmod.com/favicon.ico](http://wiki.garrysmod.com/?title=Entity.SetNotSolid)**

Danke

Last time I tried that traces still hit it.