Trigger transition

From Valve Developer Community

This Brush-based Entity is available in all Source Games.

Table of contents

Entity Description

Trigger_transition controls which entities go through a level transition. Trigger transitions should be named the same as the info_landmark which is associated with a particular trigger_changelevel. Any entities which are within the trigger_transition will then go to the next map.

Keyvalues

<target_source> The name that other entities refer to this entity by.


Inputs

  • Kill
Removes this entity from the world.
Removes this entity and all its children from the world.
  • AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator