Trigger changelevel: Difference between revisions
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Level transitions must be two-way. That is to say, there must be a trigger_changelevel in the next level that points to the current level, as well as the trigger_changelevel taking the player to the next level. If a one-way level transition is desired, simply make this second trigger_changelevel inaccessible to the player (and/or check the "Disable Touch" flag). | Level transitions must be two-way. That is to say, there must be a trigger_changelevel in the next level that points to the current level, as well as the trigger_changelevel taking the player to the next level. If a one-way level transition is desired, simply make this second trigger_changelevel inaccessible to the player (and/or check the "Disable Touch" flag). | ||
The [[info_landmark]] must be in the player's [[PVS]] when the level change is triggered. If it is not, the level change will fail. Both [[info_landmark]] entities must have the same name. This name must not have any spaces in it. | The [[info_landmark]] must be in the player's [[PVS]] when the level change is triggered. If it is not, the level change will fail. Both [[info_landmark]] entities must have the same name. This name must not have any spaces in it. They also must not be inside a solid brush. | ||
Although the [[info_landmark]] should be in a corresponding position in both levels, the two trigger_changelevel brushes must '''NOT''' be in the same place in each level. If they are, you will be thrown into an infinite loop, endlessly ping-ponging back and forth between the two levels. | Although the [[info_landmark]] should be in a corresponding position in both levels, the two trigger_changelevel brushes must '''NOT''' be in the same place in each level. If they are, you will be thrown into an infinite loop, endlessly ping-ponging back and forth between the two levels. | ||
{{note|Although the Landmark entity must be in the same place geometry-wise, it doesn't need to be in the exact location in the map's coordinates (This also includes height). A landmark could literally be placed anywhere in the new map grid thats being changed too, as long as the transition geometry surrounding it is exactly as the previous level's geometry. This can help with scenarios such as having large maps, i.e: The player traverses east of the top view, and must continue to do so in the next map, which would be impossible given starting the next map in the ending location. Simplifying your geometry near level transitions can make working on them much easier!}} | {{note|Although the Landmark entity must be in the same place geometry-wise, it doesn't need to be in the exact location in the map's coordinates (This also includes height). A landmark could literally be placed anywhere in the new map grid thats being changed too, as long as the transition geometry surrounding it is exactly as the previous level's geometry. This can help with scenarios such as having large maps, i.e: The player traverses east of the top view, and must continue to do so in the next map, which would be impossible given starting the next map in the ending location. Simplifying your geometry near level transitions can make working on them much easier!}} | ||
Both the landmark name and the map name must be less than 32 characters in length. | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 16:29, 8 June 2021
Template:Base brush It triggers a level change.


Notes
Place an info_landmark in both maps to mark the same location in both maps.
To fire events in the next level, use a trigger output to turn on an env_global in the current level. The entity has a few pre-defined states but you can manually type your own custom state. Create a logic_auto in the next level that checks for the state set by the env_global. Now use the OnChangeLevel output of the logic_auto to trigger events.
To control which entities go through the level transition, create one or more trigger_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
Level transitions must be two-way. That is to say, there must be a trigger_changelevel in the next level that points to the current level, as well as the trigger_changelevel taking the player to the next level. If a one-way level transition is desired, simply make this second trigger_changelevel inaccessible to the player (and/or check the "Disable Touch" flag).
The info_landmark must be in the player's PVS when the level change is triggered. If it is not, the level change will fail. Both info_landmark entities must have the same name. This name must not have any spaces in it. They also must not be inside a solid brush.
Although the info_landmark should be in a corresponding position in both levels, the two trigger_changelevel brushes must NOT be in the same place in each level. If they are, you will be thrown into an infinite loop, endlessly ping-ponging back and forth between the two levels.

Both the landmark name and the map name must be less than 32 characters in length.
Keyvalues
- Landmark Name ([todo internal name (i)]) <targetname>
- Name of the landmark to use. (See above for details!)
Flags
- 2 : Disable Touch
- 4 : To Previous Chapter
Inputs
- ChangeLevel
- Cause the level change. Use this when triggering the level change with a button, etc.

Outputs
- OnChangeLevel
- Fired when the level changes.