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.
Confirm: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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{{Entity|info_changelevel|type=e2|series=Left 4 Dead}} | {{Entity|info_changelevel|type=e2|series=Left 4 Dead}} | ||
It is the entity that marks a level change. | 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 | 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 {{Ent|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|{{Ent|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 | {{Note|{{Ent|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 {{Ent|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.{{Confirm|{{Code|trigger_changelevel}} is automatically converted to {{Code|info_changelevel}}}}}} | ||
{{Tip|To fire events in the next level, use the <code>OnChangeLevel</code> output to turn on an {{Ent|env_global}} in the current level. Create a | {{Tip|To fire events in the next level, use the <code>OnChangeLevel</code> output to turn on an {{Ent|env_global}} in the current level. Create a {{Ent|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 {{Ent|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 {{Ent|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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== See Also == | == See Also == | ||
* [[Level Transitions]] | * [[Level Transitions]] | ||
* | * {{Ent|info_landmark}} | ||
* | * {{Ent|trigger_changelevel}} | ||
* | * {{Ent|trigger_transition}} | ||
* | * {{Ent|point_changelevel}} {{only|{{portal2}}}} | ||
* | * {{Ent|info_changelevel}} {{only|{{l4ds}}}} |
Revision as of 02:35, 15 February 2023
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InfoChangelevel |
Template:Entity
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
- Disable Touch : [2]
- To Previous Chapter : [4]
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
)