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Trigger transition: Difference between revisions

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<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Trigger transition|title=trigger_transition}}
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{{subpage|[[Level Transitions]]}}
{{subpage|[[Level Transitions]]}}
{{CD|CTriggerVolume|file1=triggers.cpp}}
{{CD|CTriggerVolume|file1=triggers.cpp}}
{{this is a|e2|name=trigger_transition}}
{{this is a|brush entity|name=trigger_transition}}
It controls which [[entity|entities]] go through a [[Level Transitions|level transition]]. Trigger_transitions should be named the same as the {{ent|info_landmark}} which is associated with a particular [[trigger_changelevel]]. Any entities which are within the trigger_transition brush volume will then go to the next map. The [[player]] must also be inside the brush volume.
It controls which [[entity|entities]] go through a [[Level Transitions|level transition]]. Trigger_transitions should be named the same as the {{ent|info_landmark}} which is associated with a particular [[trigger_changelevel]]. Any entities which are within the trigger_transition brush volume will then go to the next map. The [[player]] must also be inside the brush volume.


In {{portal2|2}}, transition triggers can also be used with {{ent|point_changelevel}}. In this case, the entity does not need to be named.
In {{portal2|2}}, transition triggers can also be used with {{ent|point_changelevel}}. In this case, the entity does not need to be named.
__NOTOC__
__NOTOC__
==Keyvalues==
{{Note|Not used for {{l4ds|4}} transitions}}
 
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}



Latest revision as of 17:44, 15 March 2025

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C++ Class hierarchy
CTriggerVolume
CPointEntity
CBaseEntity
C++ triggers.cpp

trigger_transition is a brush entity available in all Source Source games. It 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 brush volume will then go to the next map. The player must also be inside the brush volume.

In Portal 2 Portal 2, transition triggers can also be used with point_changelevel. In this case, the entity does not need to be named.

Note.pngNote:Not used for Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series transitions

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

See also