This article's documentation is for anything that uses the Source engine. Click here for more information.

Trigger transition: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
Line 1: Line 1:
{{lang|{{FULLPAGENAME}}|title=trigger_transition}}
<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Trigger transition}}|title=trigger_transition}}
{{toc-right}}
{{toc-right}}
{{subpage|[[Level Transitions]]}}
{{subpage|[[Level Transitions]]}}
{{entity|trigger_transition|type=e2}}
{{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.



Revision as of 13:13, 4 January 2024

English (en)中文 (zh)Translate (Translate)

|title=trigger_transition}}

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

Inputs

Outputs

See also