Func movelinear: Difference between revisions
		
		
		
		
		
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 Note:The
Note:The 
 Bug:There are bugs that may arise when parenting this entity to any of these: func_movelinear, func_lookdoor, func_water_analog. A func_door (or for func_water_analog, func_water) can be used as a workaround. (see here for a code fix)[
Bug:There are bugs that may arise when parenting this entity to any of these: func_movelinear, func_lookdoor, func_water_analog. A func_door (or for func_water_analog, func_water) can be used as a workaround. (see here for a code fix)[ Code Fix]
 Code Fix]
 Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.
 Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.
 AltNames: This entity is also tied to
AltNames: This entity is also tied to 
 Bug:Physics objects cannot be constrained to this entity when this flag is enabled.  [todo tested in ?]
Bug:Physics objects cannot be constrained to this entity when this flag is enabled.  [todo tested in ?]
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
 Bug:Block damage doesn't function on players who passed through a trigger_teleport using noclip, though it will have effect again if the the player goes through a trigger_teleport without noclip.  [todo tested in ?]
Bug:Block damage doesn't function on players who passed through a trigger_teleport using noclip, though it will have effect again if the the player goes through a trigger_teleport without noclip.  [todo tested in ?]
		
	
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| {{CD|CFuncMoveLinear|file1=func_movelinear.cpp}} | |||
| {{This is a|brush entity|name=func_movelinear}} It moves linearly along a given distance, in a given direction. Unlike a {{ent|func_door}}, it can be positioned anywhere along its axis of movement, making moving things much simpler in most cases while also using less memory. For moving water, use {{ent|func_water_analog}} instead. | |||
| {{FuncMoveLinear notes}} | |||
| {{altnames|name1=momentary_door|misc=This was the original classname in [[GoldSrc]].}} | |||
| {{ | |||
| {{ | |||
| ==Flags== | |||
| {{Fl FuncMoveLinear}} | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{Brush rendering note}} | |||
| {{KV Targetname}} | |||
| {{KV FuncMoveLinear}} | |||
| ==Inputs== | ==Inputs== | ||
| {{I FuncMoveLinear}} | |||
| ==Outputs== | ==Outputs== | ||
| {{O FuncMoveLinear}} | |||
| *  | |||
| ==See also== | |||
| *  | * {{ent|func_water_analog}} - entity linked to to the same C++ class | ||
| :  | * [http://twhl.info/vault.php?map=3920 Example map of a counter-weighted door]. | ||
Latest revision as of 09:28, 18 September 2024
|  Class hierarchy | 
|---|
| CFuncMoveLinear | 
|  func_movelinear.cpp | 
func_movelinear  is a   brush entity  available in all  Source games. It moves linearly along a given distance, in a given direction. Unlike a func_door, it can be positioned anywhere along its axis of movement, making moving things much simpler in most cases while also using less memory. For moving water, use func_water_analog instead.
 Source games. It moves linearly along a given distance, in a given direction. Unlike a func_door, it can be positioned anywhere along its axis of movement, making moving things much simpler in most cases while also using less memory. For moving water, use func_water_analog instead.
 Note:The
Note:The SetPosition input and Start Position keyvalue do not perform any bounds checking, so values less than 0 and greater than 1 can be used. Negative values will move in the opposite direction to the movement direction, and values greater than 1 will move it in multiples of the set Move Distance. Moving past the opened/closed position does not trigger the OnFullyOpen and OnFullyClosed outputs. Bug:There are bugs that may arise when parenting this entity to any of these: func_movelinear, func_lookdoor, func_water_analog. A func_door (or for func_water_analog, func_water) can be used as a workaround. (see here for a code fix)[
Bug:There are bugs that may arise when parenting this entity to any of these: func_movelinear, func_lookdoor, func_water_analog. A func_door (or for func_water_analog, func_water) can be used as a workaround. (see here for a code fix)[ Code Fix]
 Code Fix]
 Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.
 Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms. AltNames: This entity is also tied to
AltNames: This entity is also tied to momentary_door. This was the original classname in GoldSrc. Flags
FuncMoveLinear:
- Not Solid : [8]
 Bug:Physics objects cannot be constrained to this entity when this flag is enabled.  [todo tested in ?]
Bug:Physics objects cannot be constrained to this entity when this flag is enabled.  [todo tested in ?]Keyvalues
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
FuncMoveLinear:
- Move Direction (Pitch Yaw Roll) (movedir) <angle>
- The direction the entity will move in.
- Start Position (startposition) <float>
- Position of brush when spawned, where 0 is the starting position and 1 is starting position + (move direction * move distance).
- Speed (speed) <integer>
- The speed that the brush moves, in inches per second.
- Move Distance (movedistance) <float>
- The distance from the starting point that the brush should move, in inches.
- Block Damage (blockdamage) <float>
- The amount of damage to do to any entity that blocks the brushes, per frame.
 Bug:Block damage doesn't function on players who passed through a trigger_teleport using noclip, though it will have effect again if the the player goes through a trigger_teleport without noclip.  [todo tested in ?]
Bug:Block damage doesn't function on players who passed through a trigger_teleport using noclip, though it will have effect again if the the player goes through a trigger_teleport without noclip.  [todo tested in ?]- Sound played when the brush starts moving. (startsound) <sound>
- The sound to play when the brush starts moving.
- Sound played when the brush stops moving. (stopsound) <sound>
- The sound to play when the brush stops moving.
Inputs
FuncMoveLinear:
- Open
- Move the brush to the end position (starting position + (move direction * move distance)).
- Close
- Move the brush to the starting position.
- SetPosition <float>
- Move the brush to a specific position, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
- SetSpeed <float>
- Set the speed and update immediately.
- TeleportToTarget  <targetname> (only in  ) )
- Teleport to the origin of a given entity.
- ResetPosition  <float> (only in  ) )
- Set a new start position, parameter relative to wherever the current one is. Todo: Parameter might actually be optional?
Outputs
FuncMoveLinear:
- OnFullyOpen
- !activator = !caller = this entity
 Fired when the brush reaches the end position (starting position + (move direction * move distance)).
- OnFullyClosed
- !activator = !caller = this entity
 Fired when the brush reaches the starting position.
See also
- func_water_analog - entity linked to to the same C++ class
- Example map of a counter-weighted door.


























