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C++ function used to control the parent of the current entity.


FollowEntity( CBaseEntity *pBaseEntity, bool bBoneMerge = true )


Defines a parent. In doing so:
pBaseEntity = NULL
The entity leaves its parent and moves on its own. StopFollowingEntity() may also be used, but it will not reset the entity's MoveType.
bBoneMerge = false
Prevent the current entity from moving with pBaseEntity's animations. It will move relative to pBaseEntity's origin only.

To do: How to choose an attachment point?

Related functions

  • GetFollowedEntity() returns the parent entity as C_BaseEntity.
  • IsFollowingEntity() returns true if the entity has a parent.