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Point teleport: Difference between revisions

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== Flags ==
== Flags ==
{{Fl|1|Teleport Home}}
{{Fl|1|Teleport Home|The teleported entity will be teleported to where it spawned instead of the position of the {{code|preset=1|point_teleport}}.}}
{{Fl|2|Into Duck (episodic)|The player will be crouched when they appear.{{confirm|is this since {{hl2ep1}}, or only in {{hl2episodes}}?}}|since={{hl2ep1}}}}
{{Fl|2|Into Duck (episodic)|The player will be crouched when teleported|only={{hl2episodes}}}}


== Inputs ==
== Inputs ==
{{I|Teleport|Teleport the target entity.}}
{{I|Teleport|Teleport the target entity.}}
{{I|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}}{{mapbase}}}}
{{I|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=AS|also={{gmod}}{{mapbase}}}}
{{I|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}}{{mapbase}}}}}}
{{I|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 {{code|preset=1|point_teleport}}, so this input was added to avoid breaking old content.|since=AS|also={{gmod}}{{mapbase}}}}}}


== See also ==
== See also ==
* {{ent|trigger_teleport}}
* {{ent|trigger_teleport}}
* {{ent|info_teleport_destination}}
* {{ent|info_teleport_destination}}

Latest revision as of 17:35, 7 July 2025

C++ Class hierarchy
CPointTeleport
CBaseEntity
C++ pointteleport.cpp
Point teleport.png

point_teleport is a point entity available in all Source Source games. 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.

Note.pngNote:The entity does not update its origin or angles, even after it has moved. Use TeleportToCurrentPos instead or trigger_teleport in older games as an alternative.

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

Entity To Teleport (target) <targetname>
Name of the entity that will be teleported.
Tip.pngTip:This can be changed if necessary by using AddOutput.

Flags

Teleport Home : [1]
The teleported entity will be teleported to where it spawned instead of the position of the point_teleport.
Into Duck (episodic) : [2] (only in Half-Life 2: Episode One Half-Life 2: Episode Two)
The player will be crouched when teleported

Inputs

Teleport
Teleport the target entity.
TeleportEntity <targetnameRedirectInput/string> (in all games since Alien Swarm) (also in Garry's ModMapbase)
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 Alien Swarm) (also in Garry's ModMapbase)
Teleport the target entity to wherever the point_teleport entity is currently. The Teleport input teleports to the initial position of the point_teleport, so this input was added to avoid breaking old content.}}

See also