CFuncMoveLinear/notes: Difference between revisions

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(probably related to them being preserved entities in tf2 and not related to movelinear)
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{{bug|There are bugs that may arise when [[parenting]] this entity to any of these: {{ent|func_movelinear}}, {{ent|func_lookdoor}}, {{ent|func_water_analog}}. A {{ent|func_door}} (or for <tt>func_water_analog</tt>, {{ent|func_water|engine=Source}}) can be used as a workaround. (see [[CFuncMoveLinear_ParentingFix|here]] for a code fix){{fix||code}}
{{bug|There are bugs that may arise when [[parenting]] this entity to any of these: {{ent|func_movelinear}}, {{ent|func_lookdoor}}, {{ent|func_water_analog}}. A {{ent|func_door}} (or for <tt>func_water_analog</tt>, {{ent|func_water|engine=Source}}) can be used as a workaround. (see [[CFuncMoveLinear_ParentingFix|here]] for a code fix){{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.}}
}}
}}</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.}}</onlyinclude>

Revision as of 06:24, 14 April 2025

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Note.pngNote: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.
Icon-Bug.pngBug: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.
  [todo tested in ?]