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ents.CreateClientProp#526645

<function name="CreateClientProp" parent="ents" type="libraryfunc"> <description> Creates a clientside only prop. See also <page>Global.ClientsideModel</page>. ⤶ <bug issue="3268">Projected textures do not work on clientside props under specific conditions (see [this explanation](https://github.com/Facepunch/garrysmod-issues/issues/3268#issuecomment-324821962)).</bug>⤶ ⤶ For physics to work you **must** use the argument function, a simple `SetModel` call will not be enough. </description> <realm>Client</realm> <args> <arg name="model" type="string" default="models/error.mdl">The model for the entity to be created. ⤶ ⤶ ⤶ <warning>Model must be precached with <page>util.PrecacheModel</page> on the server before usage.</warning></arg>⤶ ⤶ <warning>Model must be precached with <page>util.PrecacheModel</page> on the server before usage. (NextUpdate: no longer necessary)</warning>⤶ </arg>⤶ </args> <rets> <ret name="" type="Entity">Created entity. (C_PhysPropClientside)</ret> </rets> </function> <example> <description>Creates a clientside prop at the player location.</description> <code> function GhostBarrel( ply ) local c_Model = ents.CreateClientProp() c_Model:SetPos( ply:GetPos() ) c_Model:SetModel( "models/props_borealis/bluebarrel001.mdl" ) c_Model:SetParent( ply ) c_Model:Spawn() end </code> ⤶ </example></example>⤶ ⤶ <example>⤶ <description>Creates a clientside prop with physics.</description>⤶ <code>⤶ concommand.Add( "testent", function( ply )⤶ local plyTr = ply:GetEyeTrace()⤶ ⤶ csEnt = ents.CreateClientProp( "models/props_combine/combine_light001b.mdl" )⤶ csEnt:SetPos( plyTr.HitPos + plyTr.HitNormal * 24 )⤶ csEnt:Spawn()⤶ end )⤶ </code>⤶ </example>