FollowEntity(): Difference between revisions
		
		
		
		
		
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| TomEdwards (talk | contribs) No edit summary | Ninjaofsauce (talk | contribs)   (Added category, added attachment and bone section) | ||
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| C++ function used to control the [[Entity Hierarchy (parenting)|parent]] of the current entity. | |||
| ==Syntax== | ==Syntax== | ||
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| :*Adds <code>[[FSOLID_NOT_SOLID]]</code> | :*Adds <code>[[FSOLID_NOT_SOLID]]</code> | ||
| ;<code>pBaseEntity = NULL</code> | ;<code>pBaseEntity = NULL</code> | ||
| :The entity leaves its parent and moves on its own. <code>StopFollowingEntity()</code> may also be used. | :The entity leaves its parent and moves on its own. <code>StopFollowingEntity()</code> may also be used, but it will not reset the entity's <code>[[MoveType]]</code>. | ||
| ;<code>bBoneMerge = false</code> | ;<code>bBoneMerge = false</code> | ||
| :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 == | |||
| [[Category:Functions]] | *'''<code>GetFollowedEntity()</code>''' returns the parent entity as <code>C_BaseEntity</code>. | ||
| *'''<code>IsFollowingEntity()</code>''' returns <code>true</code> if the entity has a parent. | |||
| [[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 as- C_BaseEntity.
- IsFollowingEntity()returns- trueif the entity has a parent.