Movers#

movers are entites that move smoothly. script_mover allows for smooth movement and rotation contrary to script_mover_lightweight which is not able to rotate.

Functions for creating movers and examples.

these function are found in _utility.nut

entity CreateExpensiveScriptMover(vector origin, vector angles)#

returns script_mover

entity CreateExpensiveScriptMover(asset model, vector origin, vector angles, int solidType, float fadeDist)#

returns script_mover which has a model

entity CreateScriptMover(vector origin, vector angles)#

returns script_mover_lightweight

entity CreateScriptMoverModel(asset model, vector origin, vector angles, int solidType, float fadeDist)#

returns script_mover_lightweight which has a model

entity CreateOwnedScriptMover(entity owner)#

returns script_mover which will be at the location of the owner

to actually move movers you can use NonPhysicsMoveTo( dest, time, easeIn, easeOut )

entity mover = CreateScriptMover( <0,0,0> )

// moving the mover to <0,0,10> in 1 second
mover.NonPhysicsMoveTo( <0,0,10>, 1, 0, 0 )

// wating so the mover gets to the destination
wait 1

// sending it back
mover.NonPhysicsMoveTo( <0,0,0>, 1, 0, 0 )

// then stoping the mover in 0.5 seconds
wait 0.5
mover.NonPhysicsStop()

Pushers#

Pushers are movers but you make them pushers like this : mover.SetPusher( true )

Pushers are great at moving anything and also can be used as a crusher.

Examples#

// creating a elevator
// using a mover with a model
entity mover = CreateScriptMoverModel( $"models/props/turret_base/turret_base.mdl", < -40.5605, -1827.87, -223.944 >, <0,0,0>, SOLID_VPHYSICS, 1000 )
mover.SetPusher( true ) // making it into a pusher

// for loop to move the elevator up and down
for(;;)
{
    mover.NonPhysicsMoveTo( < -35.4312, -1827.87, 523.046 >, 4.8, 0.1, 0.1 )
    wait 6

    mover.NonPhysicsMoveTo( < -35.4312, -1827.87, -223.944 >, 4.8, 0.1, 0.1 )
    wait 6
}
// Phase shifting the player to a destination
// setting a position
vector destination = <250,1000,100>
// checking if the player is valid
if ( IsValid( player ) )
{
    // creating the mover
    entity mover = CreateOwnedScriptMover( player )
    player.SetParent( mover ) // parenting the player ( so they move with the mover )
    mover.NonPhysicsMoveTo( destination, 0.5, 0, 0 ) // saying to the moveer to move
    vector angles = player.GetAngles() // angles saved
    PhaseShift( player, 0.1, 1 ) // phase shifitng the player
    player.SetAngles( angles ) // setting the player to the original angles
}
wait 0.6 // wating so the mover moves

if ( IsValid( player ) )
{
    player.ClearParent() // removing the player from the mover
}