Parenting to the player
I have a func_brush attached to the player (parent, !player) and then a entity_maker attached to the brush (inherit dir is on).
Problem is that when I spawn an item, the direction is not always correct, especially when I turn not so fast and the aim stays off a bit.
What's I'm doing wrong?
Thanks
Technically any process is going to take more than 'immediately'.
I'll try what you suggested and report asap, thanks!
SetParentAttachmentMaintainOffset to weapon_att should have been fine, but again it parents to the gun in thirdperson, not the one visible in firstperson

Looking at it in thirdperson I can see the parented brush turn perfectly (entity_maker is parented at it), but not the player model. I wonder how the brush is visually in line, but not the entity_maker...
As Felix said, I think that SetParentAttachmentMaintainOffset would be the best way to go... Why are you parenting a func_brush inbetween, before the entity maker? is it in order to give a proper orientation to the future spawned entity? ...Anyways, just: name the portalgun (you can disable its motion), name the func_brush and the entity maker, place the func_brush and entity maker at the distance you need to from the gun muzzle, add the portalgun name to the func_brush parent property, the func_brush name to the entity maker's Parent property, and then fire the outputs via a logic_auto:
- OnMapSpawn > [func_brush_name] > SetParent > [portalgun's name] / delay 0.10
- OnMapSpawn > [func_brush_name] > SetParentAttachmentMaintainOffset > [portalgun's name] / delay 0.10
- OnMapSpawn > [maker's name] > SetParent > [func_brush_name] / delay 0.20
- OnMapSpawn > [maker's name] > SetParentAttachmentMaintainOffset > [func_brush_name] / delay 0.20
It should work...
After that, you can teleport the gun to the player by using the target !player