FollowEntity(): Difference between revisions
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Ninjaofsauce (talk | contribs) (Added category, added attachment and bone section) |
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:Prevent the current entity from moving with <code>pBaseEntity</code>'s animations. It will move relative to <code>pBaseEntity</code>'s origin only. | :Prevent the current entity from moving with <code>pBaseEntity</code>'s animations. It will move relative to <code>pBaseEntity</code>'s origin only. | ||
{{TODO| | ==Bones and Attachments== | ||
To find attachment points and bone names, there are several methods: Check ''modelname.qc''(SourceSDK has examples), use [[hlmv]] or other model software, use [[ent_attachments]] console command, or LookupAttachment() if programming. | |||
{{TODO|Code calls/console commands related to bones?}} | |||
== Related functions == | == Related functions == | ||
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*'''<code>IsFollowingEntity()</code>''' returns <code>true</code> if the entity has a parent. | *'''<code>IsFollowingEntity()</code>''' returns <code>true</code> if the entity has a parent. | ||
[[Category:Functions]] | [[Category:Functions]][[Category:Programming]] | ||
Latest revision as of 16:56, 22 October 2025
C++ function used to control the parent of the current entity.
Syntax
FollowEntity( CBaseEntity *pBaseEntity, bool bBoneMerge = true )
Values
pBaseEntity- Defines a parent. In doing so:
- Zeroes origin and angles
- Sets
MOVETYPE_NONE - Adds
FSOLID_NOT_SOLID
pBaseEntity = NULL- The entity leaves its parent and moves on its own.
StopFollowingEntity()may also be used, but it will not reset the entity'sMoveType. bBoneMerge = false- Prevent the current entity from moving with
pBaseEntity's animations. It will move relative topBaseEntity's origin only.
Bones and Attachments
To find attachment points and bone names, there are several methods: Check modelname.qc(SourceSDK has examples), use hlmv or other model software, use ent_attachments console command, or LookupAttachment() if programming.
Todo: Code calls/console commands related to bones?
Related functions
GetFollowedEntity()returns the parent entity asC_BaseEntity.IsFollowingEntity()returnstrueif the entity has a parent.