Trigger transition: Difference between revisions
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{{base brush|trigger_transition}} | {{base brush|trigger_transition}} It controls which [[entity|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. | ||
==Keyvalues== | ==Keyvalues== | ||
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==Outputs== | ==Outputs== | ||
{{O Targetname}} | {{O Targetname}} | ||
{{sensor brush}} |
Revision as of 16:37, 28 July 2011
Template:Base brush 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.
Keyvalues
- Name (targetname) <string>[ Edit ]
- 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