CFuncMoveLinear/notes

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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, momentary_door, func_lookdoor, func_water_analog. A func_door can be used as a workaround.  [todo tested in ?]
Cpp.pngCode 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.
Icon-Bug.pngBug:In Team Fortress 2, 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 ?]

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Note.pngNote: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OnFullyOpenOnFullyClosed输出。
Icon-Bug.pngBug:将此实体作为以下任何一项的父项时可能会出现错误:func_movelinearmomentary_doorfunc_lookdoorfunc_water_analogfunc_door可以用作解决方法。  [todo tested in ?]
Cpp.pngCode 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。
Icon-Bug.pngBug:Team Fortress 2 中,作为move_ropekeyframe_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 ?]