mod_studio: MOVETYPE_FOLLOW with no model.

I know there are plenty of posts on google about this error message, but I have went through multiple pages and can’t find anything related to what I am doing or why it is happening in this case. I am running the prophunt gamemode and I want the “hunters” team to display hands on their guns instead of just having floating guns. I was able to make this work perfectly with the code below, however after playing a round on the hunters team and then switching to the props team my console gets spammed with this error message:



mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.


to add the hands all I did was go into gamemodes/prop_hunt/player_class/class_hunter.lua and added “pl:SetupHands()” to the OnSpawn function, and I also added the PlayerSetHandsModel function to the file.



// Create new class
local CLASS = {}


// Some settings for the class
CLASS.DisplayName			= "Hunter"
CLASS.WalkSpeed 			= 230
CLASS.CrouchedWalkSpeed 	= 0.2
CLASS.RunSpeed				= 230
CLASS.DuckSpeed				= 0.2
CLASS.DrawTeamRing			= false


// Called by spawn and sets loadout
function CLASS:Loadout(pl)
	pl:GiveAmmo(64, "Buckshot")
	pl:GiveAmmo(255, "SMG1")
	
	pl:Give("weapon_crowbar")
	pl:Give("weapon_shotgun")
	pl:Give("weapon_smg1")
	pl:Give("item_ar2_grenade")
	
	local cl_defaultweapon = pl:GetInfo("cl_defaultweapon") 
 	 
 	if pl:HasWeapon(cl_defaultweapon) then 
 		pl:SelectWeapon(cl_defaultweapon)
 	end 
end

-- Choose the model for hands according to their player model.
function CLASS:PlayerSetHandsModel( ply, ent )

	local simplemodel = player_manager.TranslateToPlayerModelName( ply:GetModel() )
	local info = player_manager.TranslatePlayerHands( simplemodel )
	if ( info ) then
		ent:SetModel( info.model )
		ent:SetSkin( info.skin )
		ent:SetBodyGroups( info.body )
	end

end


// Called when player spawns with this class
function CLASS:OnSpawn(pl)
	pl:SetupHands()
	
	local unlock_time = math.Clamp(HUNTER_BLINDLOCK_TIME - (CurTime() - GetGlobalFloat("RoundStartTime", 0)), 0, HUNTER_BLINDLOCK_TIME)
	
	//function MyLockFunc()
	//function MyUnlockFunc()
	
	local unblindfunc = function()
		//MyUnblindFunc(pl.Blind(false))
		pl:Blind(false)
	end
	local lockfunc = function()
		//MyLockFunc(pl.Lock())
		pl.Lock(pl)
	end
	local unlockfunc = function()
		//MyUnlockFunc(pl.UnLock())
		pl.UnLock(pl)
	end
	
	if unlock_time > 2 then
		pl:Blind(true)
		
		timer.Simple(unlock_time, unblindfunc)
		
		timer.Simple(2, lockfunc)
		timer.Simple(unlock_time, unlockfunc)
	end
end


// Called when a player dies with this class
function CLASS:OnDeath(pl, attacker, dmginfo)
	pl:CreateRagdoll()
	pl:UnLock()
end


// Register
player_class.Register("Hunter", CLASS)


I really don’t understand why this is interfering with the props team at all since this code is only inside of the “class_hunter.lua” file.

Any suggestions?