func_movelinear
(Redirected from Momentary door)
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CFuncMoveLinear defined in ![]() func_movelinear.cpp
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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](/w/images/thumb/c/cc/Note.png/10px-Note.png)
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.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
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.
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
![Team Fortress 2](/w/images/thumb/8/84/Tf2-16px.png/16px-Tf2-16px.png)
move_rope
or keyframe_rope
will cause the entities to disappear. Clarification required if the rope entities are deleted or are simply not rendered.![AltNames.png](/w/images/thumb/9/92/AltNames.png/10px-AltNames.png)
momentary_door
. This was the original classname in GoldSource. Contents
Flags
FuncMoveLinear:
- 8: Not Solid
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
Keyvalues
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
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.
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
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.
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)
<normal> - Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
- Shadows
(vrad_brush_cast_shadows)
<boolean> (in all games since)
- Determines if this entity will cast lightmap shadows.
VisibleBrush:
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
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- Render FX / Transparency (0–255)
(renderamt)
<integer 0–255> - 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.
- Texture Frame
(texframeindex)
<integer> !FGD - The frame number for any animated textures on this entity.
Shadow:
- Disable Shadows
(disableshadows)
<boolean> - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static
. Does not affect shadow mapping. - Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity. - Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
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SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.[
Key names are related to
cpu_level
cvar used by Effect Details.]
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.[
Key names are related to
gpu_level
cvar used by Shader Details.]
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DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
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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 0–255>- 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.
EnableDraw
(in all games since)
- Removes
EF_NODRAW
from the entity.
DisableDraw
(in all games since)
- Applies
EF_NODRAW
to the entity. Note that this is different fromrendermode 10
.
EnableReceivingFlashlight
(in all games since)
- Makes it so that the entity is lit by
env_projectedtexture
s.
DisableReceivingFlashlight
(in all games since)
- Prevents the entity from being lit by
env_projectedtexture
s. The shadow made by the texture will still cast.
Reflection:
DisableDrawInFastReflection
(in all games since)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since)
- This object will not receive light or shadows from projected textures.
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.