Template:Entity
It is a trigger that teleports entities that touch its volume.  Entities are teleported to the Remote Destination, and have their angles set to that of the Remote Destination's angles.  If a Local Destination Landmark is specified, teleported entities are offset from the target by their initial offset from the landmark, and their angles are left alone.
 In code, it is represented by the
	 In code, it is represented by theCTriggerTeleportclass, defined in thetriggers.cppfile.
Keyvalues
- Remote Destination (target)  <targetname>
- The entity specifying the point to which entities should be teleported.  Usually either a info_teleport_destination or info_target.
 Note:Any entity can be used as the teleport destination, including players.
Note:Any entity can be used as the teleport destination, including players. Tip:This can be changed if necessary by using AddOutput.
Tip:This can be changed if necessary by using AddOutput. Warning:
Warning: Teleport to a killed teleport destination entity will crash your client/server.
 Teleport to a killed teleport destination entity will crash your client/server.
- Local Destination Landmark (landmark)  <targetname>
- If specified, then teleported entities are offset from the target by their initial offset from the landmark.
 Tip:You can use !self to use the origin of this entity as the landmark.
Tip:You can use !self to use the origin of this entity as the landmark.
 Local Destination Landmark UsagePlayer position relative to the landmark (when teleported) is transferred to the destination.
Local Destination Landmark UsagePlayer position relative to the landmark (when teleported) is transferred to the destination.
- Name (targetname)  <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.
- Filter Name (filtername)  <filter>
- Name of filter entity to test against activators.
- Start Disabled (StartDisabled)  <boolean>
- Stay dormant until activated (with theEnableinput).
Flags
BaseTrigger
| Everything (not including physics debris) : [64]
 Clients (Survivors, Special Infected, Tanks   ) : [1]
 Only clients in vehicles : [32]
 Only clients *not* in vehicles : [512]
 Disallow Bots (removed since  ) : [4096]
 NPCs (Common Infected, Witches   ) : [2]
 Only player ally NPCs : [16]
 Only NPCs in vehicles (respects player ally flag) : [2048]
 Physics Objects (not including physics debris) : [8]
 Physics debris (include also physics debris) : [1024]
 Pushables (Passes entities with classname func_pushable) : [4]Deprecated.Equivalent to using Everything + filter_activator_class that filters
 func_pushable.
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 Note:Some SDK versions list trigger_teleport flag 32 as "Preserve angles even when a local landmark is not specified" but may actually behave according the newer flags above. To achieve the angle-preserving behavior, you can instead specify !activator for the landmark property.
Note:Some SDK versions list trigger_teleport flag 32 as "Preserve angles even when a local landmark is not specified" but may actually behave according the newer flags above. To achieve the angle-preserving behavior, you can instead specify !activator for the landmark property.Inputs
BaseTrigger
| ToggleToggles this trigger between enabled and disabled states.
 EnableEnable trigger
 DisableDisable trigger
 TouchTest   (in all games since  )Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.  Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in:  )
 StartTouch   (in all games since  ) !FGDBehave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
 EndTouch   (in all games since  ) !FGDBehave as if !caller had just exited the trigger volume.
 DisableAndEndTouch   (only in   )Disables this trigger and calls EndTouch on all currently-touching entities.
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Outputs
BaseTrigger
| OnStartTouch!activator = entity that caused this output!caller = this entity
 Fired when a valid entity starts touching this trigger.
 OnStartTouchAll!activator = entity that caused this output!caller = this entity
 Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only
 OnStartTouchwill fire.
 OnEndTouch!activator = entity that caused this output!caller = this entity
 Fired when a valid entity stops touching this trigger.
 Note:Will also fire for entities touching it when trigger is disabled via Disableinput Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid. Warning: OnEndTouchcan fire beforeOnStartTouchunder certain circumstances[How?] where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch.
 OnEndTouchAll!activator = entity that caused this output!caller = this entity
 Fired when all valid entities stop touching this trigger.
 OnTouching   (in all games since  )!activator = !caller = this entityFired if something is currently touching this trigger when
 TouchTestis fired.
 OnNotTouching   (in all games since  )!activator = !caller = this entityFired if nothing is currently touching this trigger when
 TouchTestis fired.
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See also