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 ?]
Note:
Bug:将此实体作为以下任何一项的父项时可能会出现错误:func_movelinear、momentary_door、func_lookdoor、func_water_analog。func_door可以用作解决方法。 [todo tested in ?]
Bug:在
中,作为move_rope或keyframe_rope的父级将导致实体消失。如果绳索实体被删除或根本没有被渲染,则需要清除。 [todo tested in ?]
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{{ | {{Uselangflags|en=1|zh=1}} | ||
<onlyinclude>{{note|The <code>SetPosition</code> 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 <code>OnFullyOpen</code> and <code>OnFullyClosed</code> outputs.}} | <onlyinclude>{{Autolang | ||
|{{note|The <code>SetPosition</code> 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 <code>OnFullyOpen</code> and <code>OnFullyClosed</code> outputs.}} | |||
{{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.}} | :{{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.}}</onlyinclude> | {{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.}} | ||
|zh={{note|<code>SetPosition</code>输入和 '''Start Position'''(起始位置)键值不执行任何边界检查,因此可以使用小于 0 和大于 1 的值。负值将沿与移动方向相反的方向移动,大于 1 的值将以设置的 '''Move Distance'''(移动距离)的倍数移动。越过打开/关闭后的位置不会触发<code>OnFullyOpen</code>和<code>OnFullyClosed</code>输出。}} | |||
{{bugfix|将此实体作为以下任何一项的[[parenting|父项]]时可能会出现错误:{{ent|func_movelinear}}、{{ent|momentary_door}}、{{ent|func_lookdoor}}、{{ent|func_water_analog}}。{{ent|func_door}}可以用作解决方法。|有关代码修复,请参见[[CFuncMoveLinear_ParentingFix|此处]]。|code}} | |||
:{{confirm|也许在传送门 2 中修复了?父级移动线性广泛用于该游戏的活塞平台。}} | |||
{{bug|在 {{tf2}} 中,作为{{ent|move_rope}}或{{ent|keyframe_rope}}的父级将导致实体消失。如果绳索实体被删除或根本没有被渲染,则需要清除。}}</onlyinclude> |
Revision as of 23:23, 17 June 2023
{{Autolang
|

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.


|zh=

SetPosition
输入和 Start Position(起始位置)键值不执行任何边界检查,因此可以使用小于 0 和大于 1 的值。负值将沿与移动方向相反的方向移动,大于 1 的值将以设置的 Move Distance(移动距离)的倍数移动。越过打开/关闭后的位置不会触发OnFullyOpen
和OnFullyClosed
输出。
Code Fix:有关代码修复,请参见此处。
Confirm:也许在传送门 2 中修复了?父级移动线性广泛用于该游戏的活塞平台。

