Re: logic_measure_movement Problem
Posted by retrontology on
Fri Dec 19th 2014 at 1:09pm
2 posts
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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.