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
SetPositioninput 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
func_doorcan 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.
keyframe_ropewill cause the entities to disappear. Clarification required if the rope entities are deleted or are simply not rendered.
momentary_door. This was the original classname in GoldSource.
- 8: Not Solid
- Move Direction (Pitch Yaw Roll) (movedir)
- The direction the entity will move in.
- Start Position (startposition)
- Position of brush when spawned, where 0 is the starting position and 1 is starting position + (move direction * move distance).
- Speed (speed)
- The speed that the brush moves, in inches per second.
- Move Distance (movedistance)
- The distance from the starting point that the brush should move, in inches.
- Block Damage (blockdamage)
- The amount of damage to do to any entity that blocks the brushes, per frame.
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)
- The sound to play when the brush starts moving.
- Sound played when the brush stops moving. (stopsound)
- The sound to play when the brush stops moving.
- Minimum Light (_minlight)
- Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
- Damage Filter Name (damagefilter)
- When this entity receives damage, it will filter by this entity.
- Render Mode (rendermode)
- Set a non-standard rendering mode on this entity.
- Render FX (renderfx)
- Preset pattern of appearance effects.
- To do: 18-21, 25
- Render FX / Transparency (0 - 255) (renderamt)
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor)
- Color tint.
- Shadow Cast Distance (shadowcastdist)
- Sets how far the entity casts dynamic shadows. 0 means default distance from the
- Shadows (vrad_brush_cast_shadows)
- Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
- Disable Shadows (disableshadows)
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows)
- Prevent the entity from receiving shadows on itself.
- Texture Frame (texframeindex)
- The frame number for any animated textures on this entity.
- 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: Entities transition to the next map with their parentsTip:
phys_constraintcan be used as a workaround if parenting fails.
- Global Entity Name
- 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)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note: Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
- 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: This works on brush entities, although Hammer doesn't show the new angles.
- Response Contexts
- Pre-defined response system contexts; Format is
[key]:[value],[key]:[value],...and so on.Tip: Can also be filtered for or against!
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the
ent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
- Entity Scripts
- 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
- 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
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Disable for Xbox 360
- If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Move the brush to the end position (starting position + (move direction * move distance)).
- Move the brush to the starting position.
- Move the brush to a specific position, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
- Set the speed and update immediately.
- 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
- 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.
- Sets an RGB color for the entity.
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- Prevents the entity from being pushed by damage done to it.
- Allows the entity to draw a render target shadow.
- Prevents the entity from drawing a render target shadow.
EF_NODRAWfrom the entity.
- Makes it so that the entity is lit by
- Prevents the entity from being lit by
env_projectedtextures. The shadow made by the texture will still cast.
- Makes the entity be rendered in reflections from water materials using
- Prevents the entity from rendering in fast reflections.
- 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:
- Removes all contexts from this entity's list.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Remove a context from this entity's list. The name should match the key of an existing context.
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since .
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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: 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.
- 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.
- Fired when the brush reaches the end position (starting position + (move direction * move distance)).
- Fired when the brush reaches the starting position.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.