Trigger transition: Difference between revisions

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{{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.
{{lang|trigger_transition}}
{{toc-right}}
{{back|Level Transitions}}
{{base brush|trigger_transition}}
It controls which [[entity|entities]] go through a [[Level Transitions|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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{{sensor brush}}
{{sensor brush}}
== See also ==
* [[Level Transitions]]
* [[info_landmark]]
* [[trigger_changelevel]]
* [[trigger_transition]]
* [[point_changelevel]] {{only|{{portal2}}}}
* [[info_changelevel]] {{only|{{l4ds}}}}

Revision as of 20:41, 16 October 2021

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Level Transitions

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

See also