Trigger transition

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Revision as of 16:37, 28 July 2011 by Barracuda (talk | contribs)
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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.

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