How do you get objects to move?

So I’m working on this entity and since I’m fairly new to LUA coding, how do I make objects move? All I really need is for it to move forward constantly.

**[Entity.SetVelocity

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

Now it doesn’t spawn at all. :frown: Heres the code if any one can figure out what I did wrong.


AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')

function ENT:Initialize()
    self:SetModel("models/1-UP.mdl")
	self:PhysicsInit(SOLID_VPHYSICS)
	self:SetMoveType(MOVETYPE_VPHYSICS)
	self:SetSolid(SOLID_VPHYSICS)
	local phys = self:GetPhysicsObject()
	if phys:IsValid() then phys:Wake() end
end


function ENT:SpawnFunction(ply, tr)
    if ( !tr.Hit ) then return end
    local ent = ents.Create("ent_1up")
	ent:EmitSound(table.Random(spawnsounds), 100, 100)
    ent:SetPos(tr.HitPos + tr.HitNormal * 16)
    ent:Spawn()
    ent:Activate()
   local trace = self.Owner:GetEyeTrace()
 
   trace.Entity:SetVelocity(=ENT:GetForward() * 500 + Vector(0,1000,0))

    return ent
end

ents.Create("prop_physics")
--prop.SetPos(Vector(0,0,0))

spawnsounds={
	"1upsounds/powerup.wav"
}

usesounds={
        "1upsounds/1-up.wav"
}

function ENT:Use( activator, caller )

	self.Entity:Remove()

	if ( activator:IsPlayer() ) then

		local health = activator:Health()
		activator:SetHealth( 100 )
		self:EmitSound(table.Random(usesounds), 100, 100)

	end

end



[lua]function ENT:SpawnFunction(ply, tr)
if ( !tr.Hit ) then return end
local ent = ents.Create(“ent_1up”)
ent:EmitSound(table.Random(spawnsounds), 100, 100)
ent:SetPos(tr.HitPos + tr.HitNormal * 16)
ent:Spawn()
ent:Activate()
– local trace = self.Owner:GetEyeTrace() You already have a trace… tr

 -- trace.Entity:SetVelocity(=ENT:GetForward() * 500 + Vector(0,1000,0)) -- I think you want to set velocity of this ent. (the = shouldn't be there)
 ent:SetVelocity(self:GetForward() * 500 + Vector(0, 1000, 0)) -- self not ENT

return ent

end

– ents.Create(“prop_physics”) Why are you doing this?
– prop.SetPos(Vector(0,0,0))[/lua]