Info changelevel: Difference between revisions
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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
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.
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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]]. | 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]]. | ||
{{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 <code> | {{tip|To fire events in the next level, use the <code>OnChangeLevel</code> 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> | ||
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.}} | 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.}} | ||
Revision as of 03:51, 18 April 2022


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.


OnChangeLevel
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 (targetname) <string>
- Name of this landmark.
- New Map Name (map) <string>
- The filename of the next map (without ".bsp").
- Landmark Name (landmark) <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.
See Also
- Level Transitions
- info_landmark
- trigger_changelevel
- trigger_transition
- point_changelevel (only in
)
- info_changelevel (only in
)