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Entity:SetPos#551689

<function name="SetPos" parent="Entity" type="classfunc"> <description> Moves the entity to the specified position. ⤶ <note>If the new position doesn't take effect right away, you can use <page>Entity:SetupBones</page> to force it to do so. This issue is especially common when trying to render the same entity twice or more in a single frame at different positions.</note>⤶ ⤶ <warning>Entities with <page>Entity:GetSolid</page> of SOLID_BBOX will have their angles reset!</warning>⤶ ⤶ Some entities, such as ragdolls, will continually reset their position. Consider using <page>PhysObj:SetPos</page> on every physics object to move ragdolls.⤶ <note>If the new position doesn't take effect right away, you can use <page>Entity:SetupBones</page> to force it to do so. This issue is especially common when trying to render the same entity twice or more in a single frame at different positions.⤶ </note>⤶ ⤶ <warning>Entities with <page>Entity:GetSolid</page> of `SOLID_BBOX` will have their angles reset!</warning>⤶ <bug issue="2447">This will fail inside of predicted functions called during player movement processing. This includes <page>WEAPON:PrimaryAttack</page> and <page>WEAPON:Think</page>.</bug> ⤶ <note>Some entities, such as ragdolls, will appear unaffected by this function in the next frame. Consider <page>PhysObj:SetPos</page> if necessary.</note>⤶ </description> <realm>Shared</realm> <args> <arg name="position" type="Vector">The position to move the entity to.</arg> </args> </function> <example> <description>Sets the player's position to (0, 0, 0)</description> <code>Entity( 1 ):SetPos( Vector( 0, 0, 0 ) )</code> <output>The player is now located at Vector(0, 0, 0)</output> </example>