Logic mirror movement: Difference between revisions

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{{This is a|name=logic_mirror_movement|e0|game=Mapbase|game1=Portal 2: Community Edition}} It is also available on the code of the Source 2013 SDK, however it does not function by default. It mirrors an entity's movement to another entity.
{{This is a|name=logic_mirror_movement|e0|game=Mapbase|game1=Portal 2: Community Edition}} It is also available on the code of the Source 2013 SDK, however it does not function by default. It mirrors an entity's movement to another entity.


{{bug|While this entity is available in the Source SDK 2013 code, Valve forgot to add the <code>server/logic_mirror_movement.cpp</code> file to the [[VPC]]! Hence it is unavailable in every game, except for {{game link|Mapbase}} and {{game link|Portal 2: Community Edition}}. To enable it in your own mod, add this .cpp file in your mod's [[VPC]]. You will also need to add an [[FGD]] definition, such as the one provided below.}}
{{bug|While this entity is available in the {{src13|3.1}} code, Valve forgot to add the {{file|server/logic_mirror_movement.cpp}} file to the [[VPC]]! Hence it is unavailable in every game, except for {{mapbase|3.1}} and {{p2ce|3.1}}. To enable it in your own mod, add this .cpp file in your mod's [[VPC]]. You will also need to add an [[FGD]] definition, such as the one provided below.}}


==FGD Code==
==FGD Code==

Revision as of 12:29, 8 March 2024

logic_mirror_movement is an e0 available in Mapbase Mapbase and Portal 2: Community Edition Portal 2: Community Edition. It is also available on the code of the Source 2013 SDK, however it does not function by default. It mirrors an entity's movement to another entity.

Icon-Bug.pngBug:While this entity is available in the Source 2013 code, Valve forgot to add the 🖿server/logic_mirror_movement.cpp file to the VPC! Hence it is unavailable in every game, except for Mapbase and Portal 2: Community Edition. To enable it in your own mod, add this .cpp file in your mod's VPC. You will also need to add an FGD definition, such as the one provided below.  [todo tested in ?]

FGD Code

@PointClass base(Targetname, Parentname) = logic_mirror_movement :
	"An entity that can mirror entity movement to another entity."
[
	m_target(target_destination)            : "Target Entity"          :  : "Target entity."
	m_strMirrorTarget(target_destination)   : "Mirror Target Entity"   :  : "Mirror target entity."
	m_strRemoteTarget(target_destination)   : "Remote Target Entity"   :  : "Remote target entity."
	m_strMirrorRelative(target_destination) : "Mirror Relative Entity" :  : "Mirror relative entity."
	
        input SetTarget(string) : "Set the Target Entity."
	input SetMirrorTarget(string) : "Set the Mirror Target Entity."
	input SetRemoteTarget(string) : "Set the Remote Target Entity."
	input SetMirrorRelative(string) : "Set the Mirror Relative Entity."
]

Keyvalues

Target Entity (m_target) <targetname>
Todo: Add proper description
Mirror Target Entity (m_strMirrorTarget) <targetname>
Todo: Add proper description
Remote Target Entity (m_strRemoteTarget) <targetname>
Todo: Add proper description
Mirror Relative Entity (m_strMirrorRelative) <targetname>
Todo: Add proper description

Inputs

SetTarget <stringRedirectInput/string>
Set the Target Entity
SetMirrorTarget <stringRedirectInput/string>
Set the Mirror Target Entity
SetRemoteTarget <stringRedirectInput/string>
Set the Remote Target Entity
SetMirrorRelative <stringRedirectInput/string>
Set the Mirror Relative Entity

Outputs