Point teleport

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point_teleport
Point teleport.png
TypePoint entity
EngineSource Source
AvailabilityIn all games
 

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.
C++ In code, it is represented by theCPointTeleportclass, defined in thepointteleport.cppfile.

Keyvalues

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

Flags

Teleport Home : [1]
Into Duck (episodic) : [2] (in all games since Half-Life 2: Episode One)
The player will be crouched when they appear.
Confirm:is this since Half-Life 2: Episode One, or only in Half-Life 2: Episode One Half-Life 2: Episode Two?

Inputs

Teleport
Teleport the target entity.
TeleportEntity <targetnameRedirectInput/string> (in all games since Portal 2) (also in Garry's Mod)
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 Portal 2) (also in Garry's Mod)
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.


Outputs