Thx diamond-optic, i followed what you said and found out that using pev_effects have solved my problem. From back weapons by cheap_suit:
Code:
if(equal(modelName, "models/pshell.mdl"))
{
set_pev(g_bwEnt[id], pev_effects, EF_NODRAW)
return PLUGIN_CONTINUE
}
set_pev(g_bwEnt[id], pev_effects, 0)
About the problem with the angles and origin of the weapon model that is set to MOVETYPE_FOLLOW, it follows the aiment entitie. The only fix possible is suggesting a new feature, which will be change the origin and angle of a MOVETYPE_FOLLOW.
Don't know if there's another way, because getting the player origin and angles to use with another entitie doesn't do the same effect. Even if you set a task to the minimum time.
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