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.
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.
ThaiGrocer (talk | contribs) mNo edit summary |
ThaiGrocer (talk | contribs) (More info provided by Valve help section in Hammer.) |
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== Entity description == | == Entity description == | ||
info_changelevel is an entity that marks a level change. Place an [[info_landmark]] in both maps that marks the 'same' location in each map. | |||
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: | 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. | *Also acts like [[trigger_transition]]. It transitions the <code>prop_physics</code> entities inside it to the destination level. | ||
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*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. | ||
{{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.}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 17:06, 24 October 2010
Template:L4d brush
Template:L4d2 brush

Entity description
info_changelevel is an entity that marks a level change. Place an info_landmark in both maps that marks the 'same' location in each map.
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.

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