Trigger transition

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Level Transitions

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 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(en) 或其他 关键值(en)(如 parentnametarget) 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(en) 中。
参见:  所有实体均可使用的 通用键值、输入与输出(en)

Inputs

Outputs

See also