Info changelevel: Difference between revisions

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m (Robot: fixing template case.)
(Added some more info about info_changelevel. Hopefully this is accurate.)
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== Entity description ==
== Entity description ==
Safely changes the level in Left 4 Dead, and defines the end-of-level safe room.
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. 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 differs from <code>[[trigger_changelevel]]</code> in order to accommodate the core mechanics of Left 4 Dead:
*Also acts like trigger_transition. It transitions the <code>prop_physics</code> entities inside it to the destination level.
*Takes all players into consideration. <code>info_changelevel</code> refuses to make the level transition until all living survivors are within the volume and clear of infected.
*Level change, similar to <code>trigger_changelevel</code> ChangeLevel input, is instead fired when <code>prop_door_rotating_checkpoint</code> is fully closed.
*Provides location of an endpoint of a map in order for the AI to calculate an escape route. This, in turn, provides necessary information about map flow for the AI Director.
 
== Substituting info_changelevel ==


== Keyvalues ==
== Keyvalues ==
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* '''map'''
* '''map'''
:<string> The filename of the next map.
:<string> The filename of the next map.
==Outputs==
'''OnChangeLevel'''


[[Category:Left 4 Dead Entities]]
[[Category:Left 4 Dead Entities]]

Revision as of 09:20, 8 March 2010

Note.pngNote:The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.

Entity description

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. In Hammer, info_changelevel will be listed in entity class selection menu when tied to a brush as an entity. It differs from trigger_changelevel in order to accommodate the core mechanics of Left 4 Dead:

  • Also acts like trigger_transition. It transitions the prop_physics entities inside it to the destination level.
  • Takes all players into consideration. info_changelevel refuses to make the level transition until all living survivors are within the volume and clear of infected.
  • Level change, similar to trigger_changelevel ChangeLevel input, is instead fired when prop_door_rotating_checkpoint is fully closed.
  • Provides location of an endpoint of a map in order for the AI to calculate an escape route. This, in turn, provides necessary information about map flow for the AI Director.

Substituting info_changelevel

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

  • landmark
<target_destination> Changes of positions will take place on transition relative to this landmark.
  • map
<string> The filename of the next map.

Outputs

OnChangeLevel