Trigger transition
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		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)