Solid entity question...

Okey, so i’m making a really basic entity and i want it to stay totally still, even it i shoot it with the gravgun or walk into it.

here is the initialize function for it:
[lua]
function ENT:Initialize()

self.Entity:SetModel( "models/props_junk/PopCan01a.mdl" )
self.Entity:SetColor( 0, 0, 0, 255 )
self.Entity:PhysicsInit( SOLID_NONE )
self.Entity:SetMoveType( MOVETYPE_NONE )
self.Entity:DrawShadow( false )

end
[/lua]

This one falls when i walk into it… i dont know what im doing wrong here.



self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetMoveType(MOVETYPE_NONE)
self.Entity:SetSolid(SOLID_VPHYSICS)


Nope, still falling down when i walk into it.

give the full shared init and cl_init we will look

That doesn’t change shit.

Shared:
[lua]
ENT.Type = “anim”
ENT.Base = “base_gmodentity”
ENT.PrintName = “”
ENT.Author = “”
ENT.Spawnable = false
ENT.AdminSpawnable = true
[/lua]

Cl_Init
[lua]
include(“shared.lua”)

function ENT:Initialize()
end

function ENT:Draw()
self.Entity:DrawModel()
end

function ENT:Think()
end
[/lua]

Init
[lua]
AddCSLuaFile( “cl_init.lua” )
AddCSLuaFile( “shared.lua” )

include( “shared.lua” )

function ENT:Initialize()

self.Entity:SetModel( "models/props_junk/PopCan01a.mdl" )
self.Entity:SetColor( 0, 0, 0, 255 )
self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetMoveType(MOVETYPE_NONE)
self.Entity:SetSolid(SOLID_VPHYSICS)
self.Entity:DrawShadow( false )

end
[/lua]

Movetype_fly

perfect, thankyou.