Trigger transition: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Cleanup)
mNo edit summary
Line 1: Line 1:
{{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.
{{sensor brush}}
 
==Entity Description==
'''Trigger_transition''' 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==
Line 13: Line 9:
==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 or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Outputs