CFuncMoveLinear/notes: 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, momentary_door, func_lookdoor, func_water_analog. A func_door can be used as a workaround. [todo tested in ?]
Bug:In
, parenting a move_rope or keyframe_rope will cause the entities to disappear. Clarification required if the rope entities are deleted or are simply not rendered. [todo tested in ?]
(Changed to use Template:Bugfix) |
(Might be fixed in P2?) |
||
Line 2: | Line 2: | ||
{{bugfix|There are bugs that may arise when [[parenting]] this entity to any of these: {{ent|func_movelinear}}, {{ent|momentary_door}}, {{ent|func_lookdoor}}, {{ent|func_water_analog}}. A {{ent|func_door}} can be used as a workaround.|See [[CFuncMoveLinear_ParentingFix|here]] for a code fix.|code}} | {{bugfix|There are bugs that may arise when [[parenting]] this entity to any of these: {{ent|func_movelinear}}, {{ent|momentary_door}}, {{ent|func_lookdoor}}, {{ent|func_water_analog}}. A {{ent|func_door}} can be used as a workaround.|See [[CFuncMoveLinear_ParentingFix|here]] for a code fix.|code}} | ||
:{{confirm|Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.}} | |||
{{bug|In {{tf2}}, parenting a {{ent|move_rope}} or {{ent|keyframe_rope}} will cause the entities to disappear. Clarification required if the rope entities are deleted or are simply not rendered.}} | {{bug|In {{tf2}}, parenting a {{ent|move_rope}} or {{ent|keyframe_rope}} will cause the entities to disappear. Clarification required if the rope entities are deleted or are simply not rendered.}} |
Revision as of 13:06, 6 September 2021

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.
Code Fix:See here for a code fix.
Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.

