Func movelinear: Difference between revisions
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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)[
Code Fix]
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
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
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== | ||
{{Brush rendering note}} | |||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV | {{KV FuncMoveLinear}} | ||
== | ==Inputs== | ||
{{I FuncMoveLinear}} | |||
==Outputs== | |||
{{O FuncMoveLinear}} | |||
== Outputs == | |||
{{O | |||
==See also== | ==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]. | * [http://twhl.info/vault.php?map=3920 Example map of a counter-weighted door]. |
Latest revision as of 09:28, 18 September 2024
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CFuncMoveLinear |
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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.

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.



momentary_door
. This was the original classname in GoldSrc. Flags
FuncMoveLinear:
- Not Solid : [8]

Keyvalues

- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.

- 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.