Info changelevel: Difference between revisions
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Note:trigger_changelevel is automatically converted to 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]] | {{note|[[trigger_changelevel]] is automatically converted to info_changelevel}} | ||
{{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> | {{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 05:37, 6 November 2022


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InfoChangelevel |
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
)