FollowEntity()
		
		
		
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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.