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.
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*Also acts like [[trigger_transition]]. It transitions the <code>prop_physics</code> entities inside it to the destination level. | *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. | *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. | *Level change, similar to <code>trigger_changelevel</code> ChangeLevel input (with '''Disable Touch''' checked), 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. | *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. | ||
Revision as of 09:30, 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 (with Disable Touch checked), 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