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func_movelinear

Mesh Entity

A brush entity that moves linearly along a given distance, in a given direction.

Keyvalues

  • Render Mode (rendermode) <Choices>
    Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.

    • Normal
    • Color
    • Texture
    • Glow
    • Solid
    • Additive
    • Additive Fractional Frame
    • World Space Glow
    • Dont Render
    • Dev Visualizer
  • Render FX (renderfx) <Choices>

    • Normal
    • Slow Pulse
    • Fast Pulse
    • Slow Wide Pulse
    • Fast Wide Pulse
    • Slow Strobe
    • Fast Strobe
    • Faster Strobe
    • Slow Flicker
    • Fast Flicker
    • Slow Fade Away
    • Fast Fade Away
    • Slow Become Solid
    • Fast Become Solid
    • Constant Glow
    • Distort
    • Hologram (Distort + fade)
    • Cull By Distance (TEST)
    • Spotlight FX
    • Fade Near
  • FX Amount (0 - 255) (renderamt) <Integer>
    The FX amount is used by the selected Render Mode.

  • FX Color (R G B) (rendercolor) <Color255>
    The FX color is used by the selected Render Mode.

  • Disable Receiving Shadows (disablereceiveshadows) <Boolean>

  • Start Fade Dist (fademindist) <Float>
    Distance at which the overlay starts to fade (-1 = subtract from fademaxdist).

  • End Fade Dist (fademaxdist) <Float>
    Maximum distance at which the overlay is visible (0 = don't fade out).

  • Culling Behaviour (object_culling) <Choices>
    Modifies culling behaviour when the object is small / distant

    • Default
    • Smaller than default
    • Much smaller than default
    • When extremely small
  • Render to Cubemaps (rendertocubemaps) <Boolean>
    If true, this geometry renders into baked cube maps

  • Lightmap Static (lightmapstatic) <Choices>
    Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?

    • No
    • Yes
    • Bounce Only
  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Move Direction (Pitch Yaw Roll) (movedir) <Angle>
    The direction the brushes will move, when told to.

  • Spawnflags (spawnflags) <Flags>

    • Not Solid
  • Start Position (startposition) <Float>
    Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).

  • Authored position (authoredposition) <Choices>
    The entity may be authored in one of three positions for convenience.

    • Start position (position = 'Start Position' key)
    • Open position (position = 1)
    • Closed position (position = 0)
  • Disable Client-Side Interpolation (NoInterpolate) <Boolean>

  • Move Without Pushing Blockers (MoveWithoutPushingBlockers) <Boolean>
    Just moves the entity and anything attached to it, without going the expensive process of finding and pushing potentially blocking brush entities and NPCs. Will still push dynamic physics entities.

  • 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.

  • Sound played when the brush starts moving. (startsound) <Sound>

  • Sound played when the brush stops moving. (stopsound) <Sound>

  • Create Nav Obstacle (CreateNavObstacle) <Boolean>
    Create a navigation obstacle to assist NPC pathfinding

  • Create Movable Nav Mesh (CreateMovableNavMesh) <Boolean>
    Create a navigation mesh that moves with the brush.

  • Movable Nav Mesh, Allow Docking on Full Entity (AllowMovableNavMeshDockingOnEntireEntity) <Boolean>
    If this entity creates a movable nav mesh, then allow docking test across the entire entity.

Inputs

  • Alpha <Integer>
    Set the sprite's alpha (0 - 255).

  • Color <Color255>
    Set the sprite's color (R G B).

  • SetParent <TargetDestination>
    Changes the entity's parent in the movement hierarchy.

  • SetParentAttachment <String>
    Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

  • SetParentAttachmentMaintainOffset <String>
    Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

  • ClearParent <Void>
    Removes this entity from the the movement hierarchy, leaving it free to move independently.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • Open <Void>
    Move the brush to the end position (starting position + (move direction * move distance)).

  • Close <Void>
    Move the brush to the starting position.

  • SetPosition <String>
    Move the brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).

  • ResetPosition <Float>
    Set a new start position for our current location.

  • SetSpeed <Float>
    Set the speed and update immediately.

  • TeleportToTarget <TargetDestination>
    Teleport to this entity's origin.

  • SetMoveDistanceFromStart <Float>
    Update the end position to be this distance from the start position.

  • SetMoveDistanceFromEnd <Float>
    Update the start position to be this distance from the end position.

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.

  • OnFullyOpen <Void>
    Fired when the brush reaches the end position (starting position + (move direction * move distance)).

  • OnFullyClosed <Void>
    Fired when the brush reaches the starting position.