Info changelevel: Difference between revisions

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{{l4d series brush|info_changelevel}} It is the entity that marks a level change.
{{l4d series brush|info_changelevel}} It is the entity that marks a level change.


== Entity description ==
It 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. Place an [[info_landmark]] in both maps that marks the 'same' location in each map. In Hammer, <code>info_changelevel</code> will be listed in entity class selection menu when [[Entity_Creation|tied to a brush as an entity]].  
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. Place an [[info_landmark]] in both maps that marks the 'same' location in each map. In Hammer, <code>info_changelevel</code> will be listed in entity class selection menu when [[Entity_Creation|tied to a brush as an entity]].  
{{note|[[trigger_changelevel]] can also be used in Left 4 Dead, although it isn't recommended. It teleports survivors to next saferoom where info_landmark is but it doesn't take into account checkpoint nav squares. You need a info_landmark on both sides, in the same place (relative to the room) so that things end up in the right place. It's like [[trigger_teleport]], the info_landmark in the end safe room is the "center" of the brush, and the new map is the exit (the info_landmark again denoting the center so things are offset correctly). The transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.}}  
{{note|[[trigger_changelevel]] can also be used in Left 4 Dead, although it isn't recommended. It teleports survivors to next saferoom where info_landmark is but it doesn't take into account checkpoint nav squares. You need a info_landmark on both sides, in the same place (relative to the room) so that things end up in the right place. It's like [[trigger_teleport]], the info_landmark in the end safe room is the "center" of the brush, and the new map is the exit (the info_landmark again denoting the center so things are offset correctly). The transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.}}  
{{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.<br>
{{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.<br>
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== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
{{KV|Name|target_source|Name of this landmark.}}
* '''landmark'''
{{KV|New Map Name|string|The filename of the next map (without ".bsp").}}
:<target_destination> Changes of positions will take place on transition relative to this landmark.
{{KV|Landmark Name|target_destination|Changes of positions will take place on transition relative to this landmark.}}
* '''map'''
:<string> The filename of the next map.


==Outputs==
== Flags ==
* '''OnChangeLevel'''
* 2 : Disable Touch
:Fired when the level changes.
* 4 : To Previous Chapter


[[Category:Left 4 Dead Entities]]
== Outputs ==
{{IO|OnChangeLevel|Fired when the level changes.}}

Revision as of 04:56, 12 August 2011

Template:L4d series brush It is the entity that marks a level change.

It 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. Place an info_landmark in both maps that marks the 'same' location in each map. In Hammer, info_changelevel will be listed in entity class selection menu when tied to a brush as an entity.

Note.pngNote:trigger_changelevel can also be used in Left 4 Dead, although it isn't recommended. It teleports survivors to next saferoom where info_landmark is but it doesn't take into account checkpoint nav squares. You need a info_landmark on both sides, in the same place (relative to the room) so that things end up in the right place. It's like trigger_teleport, the info_landmark in the end safe room is the "center" of the brush, and the new map is the exit (the info_landmark again denoting the center so things are offset correctly). The transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.
Tip.pngTip: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

Name ([todo internal name (i)]) <string>
Name of this landmark.
New Map Name ([todo internal name (i)]) <string>
The filename of the next map (without ".bsp").
Landmark Name ([todo internal name (i)]) <targetname>
Changes of positions will take place on transition relative to this landmark.

Flags

  • 2 : Disable Touch
  • 4 : To Previous Chapter

Outputs

OnChangeLevel
Fired when the level changes.