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This article relates to the game "Left 4 Dead 2". Click here for more information.

Info changelevel: Difference between revisions

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{{l4d series brush|info_changelevel}} It is the entity that marks a level change.
{{LanguageBar}}{{L4D topicon}}{{L4D2 topicon}}
__NOTOC__
{{Subpage|[[Level Transitions]]}}
{{CD|InfoChangelevel}}  
{{this is a|brush entity|name=info_changelevel|series=Left 4 Dead|sprite=Toolstrigger.gif}}


== Entity description ==
It is the entity that marks a level change.
Safely changes the level in Left 4 Dead series, and defines the end-of-level safe room. It is unusual as it is a brush entity, where info_* entities are typically point entities. Place an [[info_landmark]] in both maps that marks the 'same' location in each map. In Hammer, <code>info_changelevel</code> will be listed in entity class selection menu when [[Entity_Creation|tied to a brush as an entity]].
It safely changes the level in Left 4 Dead series, and defines the end-of-level safe room. Place an {{ent|info_landmark}} with identical name in both maps that marks the ''same'' location in each map.
{{note|[[trigger_changelevel]] can also be used in Left 4 Dead. For example, the transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.}}
{{Confusion|This is trigger brush entity despite name of the this entity starting with <code>info_</code> which is typical for point entities}}
{{todo|What are the differences between info_changelevel and trigger_changelevel? What determines the end point of an escape route?}}
{{Important|{{ent|prop_door_rotating_checkpoint}} leading to the saferoom with this trigger that is also properly marked with CHECKPOINT nav attributes must be present when this entity spawns for transition to be possible.}}
{{tip|To fire events in the next level, use the OnLevelChange output to turn on an env_global in the current level.  Create a [[logic_auto]] entity in the next level that checks for the state set by the env_global.


To control which entities go through the level transition, create one or more [[trigger_transition]] entities and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.}}
__NOTOC__
== KeyValues ==
{{KV Targetname}}
{{KV|New Map Name|intn=map|string|The filename of the next map (without ".bsp").
:{{Warning|Setting this to current map’s name or leaving it empty will cause info_changelevel not to spawn.}}}}
{{KV|Landmark Name|intn=landmark|target_destination|Changes of positions will take place on transition relative to this [[info_landmark|landmark]].
:{{Warning|Leaving this empty will cause info_changelevel not to spawn.}}}}
:{{tip|If for whatever reason rotating the map by 180 degrees is needed info_landmark can be named "coldstream3_coldstream4" and then entities that transition will be rotated 180 degrees around the landmark.}}
{{KV StartDisabled|nofgd=1}}


== Keyvalues ==
== Flags ==
* {{KV Targetname}}
{{fl|2|<s>Disable Touch</s>}}
* '''landmark'''
:{{Bug|Using this flag will cause info_changelevel to not spawn at all. Use Enable/Disable inputs instead.|tested=l4d2}}
:<target_destination> Changes of positions will take place on transition relative to this landmark.
{{fl|4|<s>To Previous Chapter</s>}}
* '''map'''
:{{note|No usage in {{l4ds|4}}}}
:<string> The filename of the next map.


==Outputs==
== Inputs ==
'''OnChangeLevel'''
{{I EnableDisable|nofgd=1|Enable/disable this entity from performing its task}}


[[Category:Left 4 Dead Entities]]
== Outputs ==
{{O|<s>OnChangeLevel</s>|<s>Fired when the level changes.</s>
:{{note|This output is in fgd but doesn't exist in-game.}}}}
 
== See also ==
* [[Level Transitions]]
* {{Ent|info_landmark}}
* {{Ent|trigger_changelevel}}
* {{Ent|trigger_transition}}
* {{Ent|point_changelevel}} {{only|{{portal2}}}}
* {{Ent|env_global}}

Latest revision as of 02:22, 11 June 2025

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C++ Class hierarchy
InfoChangelevel
CBaseTrigger
CBaseToggle
CBaseEntity
Toolstrigger.gif

info_changelevel is a brush entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series.

It is the entity that marks a level change. It safely changes the level in Left 4 Dead series, and defines the end-of-level safe room. Place an info_landmark with identical name in both maps that marks the same location in each map.

Warning.pngRisk of Confusion:This is trigger brush entity despite name of the this entity starting with info_ which is typical for point entities
Icon-Important.pngImportant:prop_door_rotating_checkpoint leading to the saferoom with this trigger that is also properly marked with CHECKPOINT nav attributes must be present when this entity spawns for transition to be possible.


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

New Map Name (map) <string>
The filename of the next map (without ".bsp").
Warning.pngWarning:Setting this to current map’s name or leaving it empty will cause info_changelevel not to spawn.
Landmark Name (landmark) <targetname>
Changes of positions will take place on transition relative to this landmark.
Warning.pngWarning:Leaving this empty will cause info_changelevel not to spawn.
Tip.pngTip:If for whatever reason rotating the map by 180 degrees is needed info_landmark can be named "coldstream3_coldstream4" and then entities that transition will be rotated 180 degrees around the landmark.
Start Disabled (StartDisabled) <boolean> !FGD
Stay dormant until activated (with theEnableinput).

Flags

Disable Touch : [2]
Icon-Bug.pngBug:Using this flag will cause info_changelevel to not spawn at all. Use Enable/Disable inputs instead.  (tested in: l4d2)
To Previous Chapter : [4]
Note.pngNote:No usage in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series

Inputs

EnableDisable:

Enable / Disable  !FGD
Enable/disable this entity from performing its task

Outputs

OnChangeLevel
Fired when the level changes.
Note.pngNote:This output is in fgd but doesn't exist in-game.

See also