Zh/Trigger transition: Difference between revisions
< Zh
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{{lang| | {{lang|trigger transition}} | ||
{{toc-right}} | {{toc-right}} | ||
{{back|Level Transitions}} | {{back|Level Transitions}} |
Revision as of 09:26, 27 August 2022
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.
In 传送门2, transition triggers can also be used with point_changelevel. In this case, the entity does not need to be named.
Keyvalues
- Name (目标名称) <target_source>[ Edit ]
- 这个名称是其他实体通过 输入/输出 或其他 关键值 (如
parentname
或target
) 来引用该实体时使用的标识符。
该名称也会显示在 Hammer 编辑器的 2D 视图和 实体报告 中。参见: 所有实体均可使用的 通用键值、输入与输出
Inputs
Outputs
See also
- Level Transitions
- info_landmark
- trigger_changelevel
- trigger_transition
- point_changelevel (仅存在于
之中)
- info_changelevel (仅存在于
之中)