info_teleporter_countdown is a point entity available in the Half-Life 2 series. This is intended to be a timer counting down how much time is left before Breen teleports away from Earth, in
d3_breen_01. It seems it was never fully finished. The status of the teleporter will appear on
vgui_screen entities whose Panel Name is teleport_countdown_screen.
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
- Pitch Yaw Roll (X Y Z)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note: This works on brush entities, although Hammer doesn't show the new angles.
- Response Contexts
- Pre-defined response system contexts; Format is
key:value,key:value,...and so on. Can also be filtered for or against.
- The classname defines the type of entity. Classnames can be changed using
AddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as the
ent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.
- Starts the teleporter countdown. Requires an argument which is the number of seconds for the countdown.
- Pauses the countdown. This pause can be indicated on the HUD.
- Restarts the countdown. Confirm:Restart, or resume?
- Stops the countdown permanently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Dispatches a special effect from the entity's origin.
- Dispatches a response to the entity. See Response and Concept.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.