point_teleport
Class hierarchy |
---|
CPointTeleport |
pointteleport.cpp
|
point_teleport
is a point entity available in all Source games. It 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: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.Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Entity To Teleport
(target)
<targetname> - Name of the entity that will be teleported.
- Tip:This can be changed if necessary by using
AddOutput
.
Flags
Teleport Home : [1]
Into Duck (episodic) : [2]
(in all games since )
- The player will be crouched when they appear.
Inputs
Teleport
- Teleport the target entity.
TeleportEntity
<targetname> (in all games since ) (also in )- 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 ) (also in )- Teleport the target entity to wherever the
point_teleport
entity is currently. TheTeleport
input teleports to the initial position of the point_teleport, so this input was added to avoid breaking old content.}}