So, I want to keep an entity permanently rotated opposite to the player’s aim vector ( Adquired with Player.GetAimVector ), however this
local plyaim = ply:GetAimVector():Angle() --Gets aim vector, turns it into an angle
self.Entity:SetAngles( plyaim + Angle( 180, 180, 180 ) )
However this just makes the entity roll uncontrollably. This is, by the way, put into the entity’s Think function.