logic_measure_movement Problem

logic_measure_movement Problem

Re: logic_measure_movement Problem Posted by retrontology on Fri Dec 19th 2014 at 7:23am
retrontology
2 posts
Posted 2014-12-19 7:23am
2 posts 0 snarkmarks Registered: Dec 19th 2014
Hey there, I'm currently making a rendition of bumper cars, but I'm having trouble "parenting" some stuff to a physics model. Essentially I have the bumper car physics model that I made myself in 3ds max with wall worm tools and I want to attach a func_brush, env_laser, and env_spark (or anything I can use for the endpoint to the laser), to the prop while it moves around. I can't parent these things to it straight up because they don't reload on a new round. I've managed a work around using logic_measure_movement, which does indeed move the entities around with the prop. The problem is that it snaps them to the direct center of the model. Here's a video demonstrating my problem:

https://www.youtube.com/watch?v=vVIY6xffuKM

I made a template pointing to the three logic_measure_movements I'm using so they're not active when I start a round. The prop_physics force_spawns the logic_measurement_movements when it's awakened so you can easily see where I want the components and where they transport to. Btw, both the laser and endpoint snap to the same point in the middle of the model, which is why it damages itself without a visible laser.

So, ultimately, is there a way I can fix this problem and have these components moved relative to the prop_physics while still retaining their original position relative to the prop? Also, I'm making this map for CS:GO if that makes any difference.
Re: logic_measure_movement Problem Posted by retrontology on Fri Dec 19th 2014 at 1:09pm
retrontology
2 posts
Posted 2014-12-19 1:09pm
2 posts 0 snarkmarks Registered: Dec 19th 2014
Well, I made another workaround to get this to work. I ditched the logic_measure_movement altogether in favor of changing the components to classes that respawned on the round start and were parentable. The func_brush arms were changed to a non-solid physbox_multiplayer and the env_spark and laser were fine after swapping places for some strange reason. I would still like to know if it's possible to use a logic_measure_movement without snapping the attached entities to the center of the measured entity though, in case I can't change the class type for some future project.