From Valve Developer Community
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.
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.
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
func_movelinear doesn't do any damage to the blocking player (with enabled force block damage) if he passed through some trigger_teleport to the destination by using noclip, blocking damage works again for that player if he passes through any teleport by himself without noclip
- Move Direction (Pitch Yaw Roll)
- The direction the brushes will move, when told to.
- Start Position
- Position of brush when spawned, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
- The speed that the brush moves, in inches per second.
- Move Distance
- The distance from the starting point that the brush should move, in inches.
- Block Damage
- The amount of damage to do to any entity that blocks the brushes, per frame.
- Sound played when the brush starts moving.
- The sound to play when the brush starts moving.
- Sound played when the brush stops moving.
- The sound to play when the brush stops moving.
- The targetname that other entities refer to this entity by.
- Entity Scripts
<scriptlist>(New with 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
<string>(New with 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. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Render Mode
- Set a non-standard rendering mode on this entity. See Render Modes for details.
- FX Amount (0 - 255)
- Intensity of the selected render mode.
- FX Color (R G B)
- Color used by the selected render mode (if applicable).
- Disable Receiving Shadows
- Prevents the entity from receiving shadows.
- Render FX
- Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
- 8 : Not Solid
Warning:Physics objects cannot be constrained to a func_movelinear when it has this flag enabled.
- 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.
- Removes this entity from the world.
Note:Orphaned children get automatically deleted.
- Removes this entity and all its children from the world.
Confirm:Same as Kill...?
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
<script>(New with 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.
<string>(New with 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:Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
<string>(New with Left 4 Dead 2) !FGD
- Execute a VScript function in the scope of the receiving entity. Note:This input is missing from some games FGD files.
<origin>(New with Alien Swarm) !FGD
- Set this entity's origin in the map. Note:This input is missing from some games FGD files.
<angles>(New with Alien Swarm) !FGD
- Set this entity's angles in the map. Note:This input is missing from some games FGD files.
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- 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.
(New with Left 4 Dead)
- This Output fires when the entity is killed and removed from the game.