Point changelevel: Difference between revisions
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Note:All entities located out of bounds will get removed
Note:The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use
(Add undocumented ChangeLevelPostFade input) |
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{{this is a| | {{back|Level Transitions}} | ||
{{this is a|point entity|game=Portal 2|name=point_changelevel}} Used to make an easy, one-way map transition. If no landmarks are present in the map, the player will spawn at the [[info_player_start]] in the destination map. | |||
However, if the current map contains an {{ent|info_landmark_exit}} and the destination map contains an {{ent|info_landmark_entry}}, the player's offset relative to the exit landmark will be applied relative to the entry landmark in the next map. Effectively, this makes the entity behave more like a {{ent|trigger_changelevel}}. This will also cause '''all''' entities to transition over; to limit what entities this applies to, use a {{ent|trigger_transition}}. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it. | However, if the current map contains an {{ent|info_landmark_exit}} and the destination map contains an {{ent|info_landmark_entry}}, the player's offset relative to the exit landmark will be applied relative to the entry landmark in the next map. Effectively, this makes the entity behave more like a {{ent|trigger_changelevel}}. This will also cause '''all''' entities to transition over; to limit what entities this applies to, use a {{ent|trigger_transition}}. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it. | ||
{{Note|All entities located out of bounds will get removed}} | |||
{{Note|The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use <code>ChangeLevelPostFade</code> instead if you want to transition instantly.}} | {{Note|The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use <code>ChangeLevelPostFade</code> instead if you want to transition instantly.}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV Targetname}} | ||
==Inputs== | ==Inputs== | ||
{{ | {{I|ChangeLevel|Changes the level to the map name supplied as a parameter.|param=string}} | ||
{{ | {{I|ChangeLevelPostFade|Changes the level instantly, without fading out.|param=string|nofgd=1}} | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|OnChangeLevel|Fired when the level is about to change.}} | ||
== See also == | == See also == |
Latest revision as of 04:13, 9 March 2025


point_changelevel
is a point entity available in Portal 2. Used to make an easy, one-way map transition. If no landmarks are present in the map, the player will spawn at the info_player_start in the destination map.
However, if the current map contains an info_landmark_exit and the destination map contains an info_landmark_entry, the player's offset relative to the exit landmark will be applied relative to the entry landmark in the next map. Effectively, this makes the entity behave more like a trigger_changelevel. This will also cause all entities to transition over; to limit what entities this applies to, use a trigger_transition. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it.


ChangeLevelPostFade
instead if you want to transition instantly.Keyvalues
- Name (targetname) <string>[ Edit ]
- 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
Inputs
- ChangeLevel <string >
- Changes the level to the map name supplied as a parameter.
Outputs
- OnChangeLevel
- Fired when the level is about to change.
See also
- Level Transitions
- info_landmark
- trigger_changelevel
- trigger_transition
- point_changelevel (only in
)
- info_changelevel (only in
)