Info changelevel: Difference between revisions
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Note: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.
m (Robot: fixing template case.) |
ThaiGrocer (talk | contribs) (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

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 whenprop_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
ortarget
).
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