trigger_teleport
Class hierarchy |
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CTriggerTeleport |
triggers.cpp
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trigger_teleport
is a brush entity available in all Source games.
It is a trigger that teleports entities that touch its volume. Entities are teleported to the Remote Destination, and have their angles set to that of the Remote Destination's angles. If a Local Destination Landmark is specified, teleported entities are offset from the target by their initial offset from the landmark, and their angles are left alone.
Tip:You can use
env_fade
to smoothen the player's perspective while teleporting (0.6 seconds is a good duration to start with). If you're intending to teleport players in multiplayer, remember to set the triggering player only flag!Contents
Keyvalues
- Remote Destination
(target)
<targetname> - The entity specifying the point to which entities should be teleported. Usually either a info_teleport_destination or info_target.
Note:Any entity can be used as the teleport destination, including players.
Tip:This can be changed if necessary by using
AddOutput
.- Local Destination Landmark
(landmark)
<targetname> - If specified, then teleported entities are offset from the target by their initial offset from the landmark.
Click to enlarge if GIF does not play |
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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Flags
Everything (not including physics debris) Clients (Survivors, Special Infected, Tanks ) : [32] : [512] : [4096] NPCs (Common Infected, Witches ) : [16] : [2048] Physics Objects (not including physics debris) : [1024]
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Note:Some SDK versions list trigger_teleport flag 32 as "Preserve angles even when a local landmark is not specified" but may actually behave according the newer flags above. To achieve the angle-preserving behavior, you can instead specify !activator for the landmark property.
Inputs
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Outputs
Bug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:
OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch .Bug:Spamming crouch jump in a trigger can randomly fire OnEndTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
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