Info changelevel: Difference between revisions
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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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(-bug notice, enable disable inputs, removed pointless note about trigger_changelevel. Don't add it back again ... Confirming that trigger_changelevel automatically converts into info_changelevel in l4d1/l4d2) |
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{{Language subpage}} | {{Language subpage}} | ||
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 {{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]]. | 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]]. | ||
{{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> | {{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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== Flags == | == Flags == | ||
{{fl|2|Disable Touch}} | {{fl|2|Disable Touch | ||
: {{Bug|Using this flag will cause info_changelevel to not spawn at all. Use Enable/Disable inputs instead.}}}} | |||
{{fl|4|To Previous Chapter}} | {{fl|4|To Previous Chapter}} | ||
== Inputs == | |||
{{I EnableDisable}} | |||
== Outputs == | == Outputs == |
Revision as of 10:30, 17 July 2023


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]
Bug:Using this flag will cause info_changelevel to not spawn at all. Use Enable/Disable inputs instead. [todo tested in ?]
- To Previous Chapter : [4]
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnChangeLevel
- Fired when the level changes.