Origin ball isn't visible in Hammer

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Aren't dynamic brush entities supposed to have a blue ball representing their origin, so that you can drag it where you want it to be? Because... they don't seem to be showing up anymore. I created a func_door_rotating (shut up, I have my reasons) and kind of need to tell hammer that the origin is at the edge and not dead center. Furthermore, when I change the origin coordinates manually in the properties window, that red line that represents the origin and orientation in the 2D frames doesn't move. Is something messed up with Hammer (again), or am I just doing something wrong?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
That was it. Thanks!

Also the reason I figure people are down on rotating doors in TF2 is because they have a tendency to trap players. Not sure what the proper way to deal with that is. Actually come to think of it, I don't know how regular doors are usually dealt with when they're opened and closed with something other than a player trigger.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
They really shouldn't ever trap players when you properly trigger them. Just like a properly triggered sliding door won't ever be ran into by a player.