Difference between revisions of "Func movelinear"

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{{otherlang2
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{{lang|Func movelinear}}
| ru = Func_movelinear:ru
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{{base brush|func_movelinear}} It moves linearly along a given distance, in a given direction. Unlike a {{ent|func_door}}, it can be positioned anywhere along its axis of movement, making moving things much simpler in most cases while also using less memory. For moving water, use {{ent|func_water_analog}} instead.
}}
 
  
{{base brush|func_movelinear}}  
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{{FuncMoveLinear notes}}
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{{altnames|name1=momentary_door|misc=This was the original classname in [[GoldSource]].}}
  
==Entity description==
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{{code class|CFuncMoveLinear|func_movelinear.cpp}}
It moves linearly along a given distance, in a given direction. Unlike a [[func_door]], it can be positioned anywhere along its axis of movement.  
 
  
{{brushmodel}}
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==Flags==
{{note|The SetPosition input and Start Position keyvalue do not perform any bounds checking, so values <0 and >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/Closed outputs.}}
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{{Fl FuncMoveLinear}}
{{warning|There are bugs with [[parenting]] this entity to another func_movelinear. Func_door can be used as a work around. A fix is located under [[CFuncMoveLinear_ParentingFix]]}}
 
  
== Keyvalues ==
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==Keyvalues==
{{KV|Move Direction (Pitch Yaw Roll)|angle|The direction the brushes will move, when told to.}}
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{{KV FuncMoveLinear}}
{{KV|Start Position|float|Position of brush when spawned, where 0 is the starting position and 1 is the starting position + (move direction * move distance).}}
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{{KV visiblebrush}}
{{KV|Speed|integer|The speed that the brush moves, in inches per second.}}
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{{KV BaseEntity}}
{{KV|Move Distance|float|The distance from the starting point that the brush should move, in inches.}}
 
{{KV|Block Damage|float|The amount of damage to do to any entity that blocks the brushes, per frame.}}
 
{{KV|Sound played when the brush starts moving.|sound|The sound to play when the brush starts moving.}}
 
{{KV|Sound played when the brush stops moving.|sound|The sound to play when the brush stops moving.}}
 
{{KV Targetname}}
 
{{KV Parentname}}
 
{{KV Origin}}
 
{{KV RenderFields}}
 
  
== Flags ==
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==Inputs==
* 8 : Not Solid
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{{I FuncMoveLinear}}
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{{I visiblebrush|portal2=1}}
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{{I BaseEntity|prel4d=1}}
  
== Inputs ==
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==Outputs==
{{IO|Open|Move the brush to the end position (starting position + (move direction * move distance)).}}
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{{O FuncMoveLinear}}
{{IO|Close|Move the brush to the starting position.}}
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{{O BaseEntity|l4d=1}}
{{IO|SetPosition|Move the brush to a specific position, where 0 is the starting position and 1 is the starting position + (move direction * move distance).|param=string}}
 
{{IO|SetSpeed|Set the speed and update immediately.|param=float}}
 
{{I Targetname}}
 
{{I Parentname}}
 
{{I RenderFields}}
 
 
 
== Outputs ==
 
{{IO|OnFullyOpen|Fired when the brush reaches the end position (starting position + (move direction * move distance)).}}
 
{{IO|OnFullyClosed|Fired when the brush reaches the starting position.}}
 
{{O Targetname}}
 
  
 
==See also==
 
==See also==
* [http://twhl.info/vault.php?map=3920 Example map of a counter-weighted door].
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*[http://twhl.info/vault.php?map=3920 Example map of a counter-weighted door].

Latest revision as of 16:34, 21 September 2019

English Русский

func_movelinear is a brush entity available in all Source games. It moves linearly along a given distance, in a given direction. Unlike a func_door, it can be positioned anywhere along its axis of movement, making moving things much simpler in most cases while also using less memory. For moving water, use func_water_analog instead.

Note.png Note: 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.
Bug.png 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.
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.
Bug.png Bug: 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.
This entity is also tied to momentary_door. This was the original classname in GoldSource.

In code, it is represented by theCFuncMoveLinearclass, defined in thefunc_movelinear.cppfile.

Flags

FuncMoveLinear:

  • 8: Not Solid
Bug.png Bug: Physics objects cannot be constrained to this entity when this flag is enabled.

Keyvalues

FuncMoveLinear:

Move Direction (Pitch Yaw Roll) (movedir) <angle>
The direction the entity will move in.
Start Position (startposition) <float>
Position of brush when spawned, where 0 is the starting position and 1 is starting position + (move direction * move distance).
Speed (speed) <integer>
The speed that the brush moves, in inches per second.
Move Distance (movedistance) <float>
The distance from the starting point that the brush should move, in inches.
Block Damage (blockdamage) <float>
The amount of damage to do to any entity that blocks the brushes, per frame.
Bug.png Bug: Block damage doesn't function on players who passed through a trigger_teleport using noclip, though it will have effect again if the the player goes through a trigger_teleport without noclip.
Sound played when the brush starts moving. (startsound) <sound>
The sound to play when the brush starts moving.
Sound played when the brush stops moving. (stopsound) <sound>
The sound to play when the brush stops moving.

Visible Brush:

Minimum Light (_minlight) <float>
Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.


Render FX (renderfx) <choices>
Preset pattern of appearance effects.


To do: 18-21, 25
Render FX / Transparency (0 - 255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Shadows (vrad_brush_cast_shadows) <integer> !FGD
Determines if this entity will cast lightmap shadows.
  • 0: No shadows
  • 1: Cast shadows
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Texture Frame (texframeindex) <integer> !FGD
The frame number for any animated textures on this entity.


Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since Left 4 Dead 2) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.


Inputs

FuncMoveLinear:

Open
Move the brush to the end position (starting position + (move direction * move distance)).
Close
Move the brush to the starting position.
SetPosition <float>
Move the brush to a specific position, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
SetSpeed <float>
Set the speed and update immediately.

Visible Brush:

Alpha <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
EnableShadow
Allows the entity to draw a render target shadow.
DisableShadow
Prevents the entity from drawing a render target shadow.
EnableDraw  (in all games since Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (in all games since Portal 2)
Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
EnableReceivingFlashlight  (in all games since Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (in all games since Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
EnableDrawInFastReflection  (in all games since Portal 2)
Makes the entity be rendered in reflections from water materials using $reflectonlymarkedentities.
DisableDrawInFastReflection  (in all games since Portal 2)
Prevents the entity from rendering in fast reflections.


Base:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax: 


ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.


Outputs

FuncMoveLinear:

OnFullyOpen
Fired when the brush reaches the end position (starting position + (move direction * move distance)).
OnFullyClosed
Fired when the brush reaches the starting position.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.

See also