L4: Comfortable Member
- Oct 28, 2017
This workaround is completely obsolete! Valve has fixed func_rotating in the 19/20/2018 update.
Note: special thanks to @Spipper for setting up the example .vmf and verifying this, I'm making this thread so that this can be found easier
Ever thought that func_rotating didn't work in TF2? Wrong, it works but it doesn't update visually. However there is a neat workaround to this that I thought up.
This effectively makes the func_rotating alternatives obsolete, as func_rotating has far better options for control, and this method is very easy to set up.
All you need is :
- Whatever you want to use as the visual func_rotating (this can be a func_brush, or a prop_dynamic)
First, create the func_rotating and give it a name. You should make this func_rotating invisible, with either the Don't Render mode or Invisible tool texture.
Second, create a info_target and give it a name. This will act as a placeholder of the func_rotating (you should place this in the same place as the func_rotating), which will be used for the logic_measure_movement.
Third, create the visual entity which will display the rotation, and give it a name. This could be for example a prop_dynamic, or a func_brush. I recommend you make this entity non-solid, as remember that the func_rotating will still have collisions unless you set it not to have any.
Fourth, create a logic_measure_movement, and do the following:
- Set the Entity to Measure as the name of your func_rotating.
- Set the Measure Reference as the name of your info_target.
- Set the Entity to Move as the name of your visual entity.
- Set the Movement Reference as the name of your info_target.
Again, thanks to @Spipper for verifying this and creating the example .vmf, have fun.