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trigger_teleport

A brush entity which teleports a player to a destination of your choice as he enters the trigger. Also fires it's target whenever something
or someone teleports through it.

Keyvalues


"Target", target :
Name of the entity which the player is teleported to. Ideally an info_teleport_destination entity.

"Delay before trigger", delay :
Delay before the trigger_teleport triggers its target after being activated by an entering player or monster. This is usable 
if there is other entity we want to trigger that have same name as info_teleport_destination.

"Target Path", netname:
This is not a trigger destination as FGD says. This value is obsolete, use "Target" instead.

"Allow Tiny Monsters", tiny_monsters :
If set to 'Yes', monsters like cockroaches can trigger this entity as well as other monsters.

"Teleport Cooldown Delay", teleport_cooldown :
Time, in seconds, the trigger_teleport can be used (can teleport another entity/player) again.

"Ignore Delays", teleport_ignore_delay :
If set to 'Yes', "Teleport Cooldown Delay" will be ignored.

"Start Inactive", teleport_start_inactive :
If set to 'Yes', this Trigger starts disabled, which means it need to be triggered in order to work.

"Teleport If Blocked", teleport_if_blocked :
If set to 'Yes', players will be teleported to target even if this target is blocked.

Inventory Rules, InventoryRules @BaseClass:
List of inventory-related keyvalues used with item_inventory entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won't work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:
  • "Inventory: Need item(s)", item_name_required : Item(s) (names separated by spaces) required to use this entity. 
    Refers to "Item name" value of item_inventory.

  • "Inventory: Need item(s) from group(s)", item_group_required : Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to "Item group name" value of item_inventory.

  • "Inventory: Item count in group need have", item_group_required_num : Minimal number of items, that belong 
    to specified group, required to use this entity. Use with "Inventory: Need item(s) from group(s)" keyvalue. Value of '0' means that all items from current group are required.

  • "Inventory: CAN'T have item", item_name_canthave : Items in player inventory that will fail the test, and disallow usage 
    of this entity. Refers to "Item name" value of item_inventory.

  • "Inventory: CAN'T have item from group", item_group_canthave : Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to "Item group name" value of item_inventory.

  • "Inventory: Item count in group CAN'T have", item_group_canthave_num : Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to "Item group name
    value of item_inventory. 
    Value of '0' means no single item from current group should be equipped to pass the test.

  • "On pass: Ignore item's on use triggers?", pass_ignore_use_triggers : If set to 'Yes' item's trigger targets from 'Target: On use (by trigger)' will not be fired when item is used by this entity.

  • "On pass: Drop item(s)", pass_drop_item_name : Items to force-drop when the test result is positive, and entity is used successfully. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

  • "On pass: Drop item(s) from group(s)", pass_drop_item_group : Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped. 
    Refers to "Item group name" value of item_inventory. Multiple item names are separated by spaces.

  • "On pass: Ignore item's on drop triggers?", pass_ignore_drop_triggers : If set to 'Yes' item's trigger targets from 'Target: On drop' will not be fired when item is dropped by this entity with 'Drop items(s)' events above.

  • "On pass: Return item(s)", pass_return_item_name : Items to return to their starting positions when test result is positive. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

  • "On pass: Return item(s) from group(s)", pass_return_item_group Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to "Item group name" value of item_inventory. Multiple group names are separated by spaces.

  • "On pass: Ignore item's on return triggers?", pass_ignore_return_triggers : If set to 'Yes' item's trigger targets from 'Target: On return' will not be fired when item is returned by this entity with 'Return items(s)' events above.

  • "On pass: Destroy item(s)", pass_destroy_item_name : Items to remove when test result is positive. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

  • "On pass: Destroy item(s) from group(s)", pass_destroy_item_group : Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to "Item group name" value 
    of item_inventory. Multiple group names are separated by spaces.

  • "On pass: Ignore item's on destroy triggers?", pass_ignore_destroy_triggers : If set to 'Yes' item's trigger targets from 'Target: On Destroy' will not be fired when item is destroyed by this entity with 'Destroy items(s)' events above.

  • "Target: Inventory rules failed", target_on_fail : Entity to trigger whenever test result is negative.


Flags


1: "Monsters": If set, monsters can trigger this.

2: "No Clients": If set, players won't be able to trigger this.

4: "Pushables": If set, func_pushable entities can trigger this.

8: "Everything else": If set, everything other than monsters, clients and pushables can trigger this. Does not exclude the above.

16: "Fire on Enter": Not applicable on trigger_teleport- it's already fires on enter!

32: "Fire on Exit": If set, trigger_once will fire as soon as something that entered it left it, instead of the instant something enters it.

64: "Random Destination": If multiple targets are set, one will be chosen as the destination randomly for every single player as he enters the trigger.

128: "Relative Teleport": The player's destination will be the location of the destination plus his offset from the trigger_teleport's origin in the moment of the player entering the trigger. If you decide to use this, you will probably want to add an origin brush to your trigger_teleport.

256: "Keep Angles": Instead of copying the destination entity's angles onto the player as part of the teleportation, let the player keep his angles as they are.

512: "Keep velocity": Do not set the players velocity to 0 as he enters the trigger_teleport and keep his current velocity instead.

1024: "Rotate (Dest Angles)": Add the angles of the trigger_teleport's destination onto the player's angles.


Notes

  • "Kill Target" and "Delay Before Trigger" keyvalues does not work on this entity. Also "Target" keyvalue can be used only to specify teleportation destination. That means this trigger can't act like touch detectors (to fire it's target when touched).


Changes

  • 5.0 Steam Release: Transposed 'Ignore Delays' and 'Start Inactive' flags into keyvalues. Added 'Teleport if Blocked' keyvalue.
  • 5.06: Now uses 'InventoryRules' base class.
  • 5.23: Flipped 'Teleport if Blocked' default value from 1 to 0.

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