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Trigger transition: Difference between revisions

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(Undo revision 374343 by Thunder4ik (talk))
Tag: Undo
(-added class hierarchy, cleanup)
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{{toc-right}}
{{subpage|[[Level Transitions]]}}
{{subpage|[[Level Transitions]]}}
{{CD|CTriggerVolume|file1=triggers.cpp}}
{{this is a|e2|name=trigger_transition}}
{{this is a|e2|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__
==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
==Inputs==
{{I Targetname}}
==Outputs==
{{O Targetname}}
{{sensor brush}}


== See also ==
== See also ==
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* {{ent|info_landmark}}
* {{ent|info_landmark}}
* {{ent|trigger_changelevel}}
* {{ent|trigger_changelevel}}
* {{ent|trigger_transition}}
* {{ent|point_changelevel}} {{portal2|only}}
* {{ent|point_changelevel}} {{portal2|only}}
* {{ent|info_changelevel}} {{l4ds|only}}
* {{ent|info_changelevel}} {{l4ds|only}}
{{sensor brush}}

Revision as of 23:42, 9 February 2024

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

trigger_transition is an e2 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.

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