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Trigger transition: Difference between revisions

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{{wrongtitle|title=trigger_transition}}
{{LanguageBar}}
{{base_brush}}
{{subpage|[[Level Transitions]]}}
{{CD|CTriggerVolume|file1=triggers.cpp}}
{{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.


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


{{sensor_brush}}
== Keyvalues ==
{{KV Targetname}}


==Keyvalues==
== See also ==
* '''[[targetname]]'''
* [[Level Transitions]]
: <target_source> The name that other entities refer to this entity by.
* {{ent|info_landmark}}
* {{ent|trigger_changelevel}}
* {{ent|point_changelevel}} {{portal2|only}}
* {{ent|info_changelevel}} {{l4ds|only}}


<!--Flags: None.-->
{{sensor brush}}
 
==Inputs==
* {{i targetname}}
 
==Outputs==
* {{o 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