SetParentAttachmentMaintainOffset trouble

Hello guys! Trying to attach entity to player. I want to make to the attack, the weapon was shifted to his other hand. The problem is that the attachment is working correctly only 80% of cases, in the rest of the model 20 is attached at the wrong angle and position.

Code:


function SWEP:Deploy()


	self:SetHoldType( "passive" )
	local ply = self.Owner

    ply:SetLuaAnimation("Bala_stance")
timer.Simple(0.35, function()
self.balala = ents.Create("prop_dynamic")
self.balala:SetParent(self.Owner)
self.balala:SetModel( "models/balalayka.mdl" )
			
			self.balala:SetLocalPos( Vector( -7, 0, 2 ) )
			self.balala:SetLocalAngles( Angle(160,75,75) )  
			self.balala:Fire("SetParentAttachmentMaintainOffset", "Anim_Attachment_LH", 0.01 )
			self.balala:SetCollisionGroup( 11 )
	
				self.balala:Spawn()
				self.balala:Activate()


			
			
			ply:DeleteOnRemove(self.balala)
			
			
end)
end

And attack function


function SWEP:PrimaryAttack()
if self.Owner:Crouching() then return end
if self.Owner:KeyDown(IN_USE) and self.Owner:GetVelocity():Length() < 5 then 
		if not self.Owner then return end
	local ply = self.Owner
	if not IsValid(ply) then return end

	
ply:SetNetworkedBool("Block",false)

	
	self:SetHoldType( "melee" )
	self:SetNoDraw(false)
	
	
			self.balala:SetLocalPos( Vector( 0, 10, 9 ) )
			self.balala:SetLocalAngles( Angle(0,0,75) )
			
			
			self.balala:Fire("SetParentAttachmentMaintainOffset", "Anim_Attachment_RH", 0.01 )
	
	ply:ChatPrint( "Uppercut" )
	ply:SetAnimation( PLAYER_ATTACK1 ) 
	self:EmitSound( "bare/swing"..math.random(1,9)..".wav" )
	timer.Simple(1.2, function()
	
		
	self:SetHoldType( "passive" )	

	
	
			self.balala:SetLocalPos( Vector( -7, 0, 2 ) )
			self.balala:SetLocalAngles( Angle(160,75,75) )
self.balala:Fire("SetParentAttachmentMaintainOffset", "Anim_Attachment_LH", 0.01 )	
					-- self:Faceblood()
				-- self:HeadShake()
					
	-- self:PushWeak()
					
				end)
				timer.Simple(0.3, function()
		
					
					-- self:Faceblood()
				self:HeadShake()
					self:Knockout()
	-- self:PushWeak()
					
				end)
	
	
	
	self:SetNextMeleeAttack( CurTime() + 0.2 )
	
	self:SetNextPrimaryFire( CurTime() + 1.9 )
	self:SetNextSecondaryFire( CurTime() + 1.9 )
	end
end

[editline]6th May 2015[/editline]

“SetParentAttachment” Works perfect, but i cant set angle\vector with this.

I figured it out. If someone interesting how: First do “SetParentAttachment” then a simple timer which already specifies the local angle and position.It works perfectly with the dynamic prop. I found what this is the best option for me. If you have more cool method, please, wright this.