Point teleport: Difference between revisions
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Note:The entity does not update its origin or angles, even after it has moved. Use
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{{ | {{lang|Point teleport}} | ||
{{point ent|point_teleport}} It teleports a target entity to this position and angles. | |||
If the "Teleport Home" spawn flag is set, teleports the target entity to its spawn position instead. If object is physically simulated, simulation is turned off when teleported. To teleport the player, use a "Target" keyvalue of {{ent|!player}}. To teleport an entity (including a player) that begins an I/O sequence, use a "Target" keyvalue of {{ent|!activator}}.{{note|The entity does not update its origin or angles, even after it has moved. Use <code>TeleportToCurrentPos</code> instead or {{ent|trigger_teleport}} in older games as an alternative.}} | |||
{{code class|CPointTeleport|pointteleport.cpp}} | {{code class|CPointTeleport|pointteleport.cpp}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV|Entity To Teleport|intn=target|target_destination|Name of the entity that will be teleported.}} | {{KV|Entity To Teleport|intn=target|target_destination|Name of the entity that will be teleported.}} | ||
:{{tip|This can be changed if necessary by using | :{{tip|This can be changed if necessary by using {{Ent|AddOutput}}.}} | ||
{{KV BaseEntity}} | {{KV BaseEntity}} | ||
{{note|'''Parent''' <code>(parentname)</code> is {{not in FGD}}.}} | |||
== Flags == | == Flags == | ||
{{Fl|1|Teleport Home}} | {{Fl|1|Teleport Home}} | ||
{{Fl|2|Into Duck (episodic)}} | {{Fl|2|Into Duck (episodic)|The player will be crouched when they appear.{{confirm|is this since {{hl2ep1}}, or only in {{hl2episodes}}?}}|since={{hl2ep1}}}} | ||
== Inputs == | == Inputs == | ||
{{IO|Teleport|Teleport the target entity.}} | {{IO|Teleport|Teleport the target entity.}} | ||
{{IO|TeleportEntity|param=target_destination|Teleport the entity specified by the parameter override. Use this to teleport an entity other than the one specified in the | {{IO|TeleportEntity|param=target_destination|Teleport the entity specified by the parameter override. Use this to teleport an entity other than the one specified in the "Entity To Teleport" field.|since=P2|also=GMOD}} | ||
{{IO|TeleportToCurrentPos|Teleport the target entity to wherever the <code>point_teleport</code> entity is currently. The <code>Teleport</code> input teleports to the initial position of the < | {{IO|TeleportToCurrentPos|Teleport the target entity to wherever the <code>point_teleport</code> entity is currently. The <code>Teleport</code> input teleports to the initial position of the <tt>point_teleport</tt>, so this input was added to avoid breaking old content.|since=P2|also=GMOD}} | ||
{{I BaseEntity}} | {{I BaseEntity}} | ||
== Outputs == | == Outputs == | ||
{{O BaseEntity|l4d=1}} | {{O BaseEntity|l4d=1}} |
Revision as of 09:47, 30 June 2022


Template:Point ent It teleports a target entity to this position and angles.
If the "Teleport Home" spawn flag is set, teleports the target entity to its spawn position instead. If object is physically simulated, simulation is turned off when teleported. To teleport the player, use a "Target" keyvalue of !player. To teleport an entity (including a player) that begins an I/O sequence, use a "Target" keyvalue of !activator.

TeleportToCurrentPos
instead or trigger_teleport in older games as an alternative.Keyvalues
- Entity To Teleport (target) <targetname>
- Name of the entity that will be teleported.
Tip:This can be changed if necessary by using AddOutput.

(parentname)
is !FGD.Flags
- Teleport Home : [1]
- Into Duck (episodic) : [2] (in all games since
)
- The player will be crouched when they appear.
Inputs
- Teleport
- Teleport the target entity.
- TeleportEntity <targetname > (in all games since
) (also in
)
- Teleport the entity specified by the parameter override. Use this to teleport an entity other than the one specified in the "Entity To Teleport" field.
- TeleportToCurrentPos (in all games since
) (also in
)
- Teleport the target entity to wherever the
point_teleport
entity is currently. TheTeleport
input teleports to the initial position of the point_teleport, so this input was added to avoid breaking old content.