SetParent causes child entity to rotate with parent

I would like it to only move, but not rotate:


function GM:PlayerInitialSpawn(ply)
	local thePlayersBall = ents.Create("prop_dynamic");
	if(!IsValid(thePlayersBall)) then return end
	thePlayersBall:SetModel("seeeecreeeeeeet.mdl");
	thePlayersBall:SetPos(ply:GetPos() + Vector(0, 0, 32));
	thePlayersBall:SetParent(ply);
	thePlayersBall:Spawn();
	thePlayersBall:PhysicsInit(SOLID_NONE);
end

That’s the point of setting parent, don’t create a prop dynamic, just use ClientSideModel and draw it inside on PostPlayerDraw by getting it bones and stuff

Are clientside models seen by everyone, though, or just on the client you initialize it on?

Just the client.

ents.CreateClientProp is a client side function.

So I have to synchronize everyone’s models manually?

Yup, broadcast it when a change happens and send it to players when they initial spawn

By change, do you mean player joins and disconnects, etc?

No, like if you’re working with cosmetics, everytime you equip or unequip something, you have to broadcast this change to everyone in server, otherwise they will keep seing old items

Alright