Info changelevel: Difference between revisions

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{{{entity}}} It is the entity that marks a level change.
{{{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 {{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>
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.}}


== KeyValues ==
== KeyValues ==
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== Inputs ==
== Inputs ==
{{I EnableDisable}}
{{IO|Enable|nofgd=1}}
{{IO|Disable|nofgd=1|
Enable/disable this entity from performing its task}}


== Outputs ==
== Outputs ==
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* {{Ent|trigger_transition}}
* {{Ent|trigger_transition}}
* {{Ent|point_changelevel}} {{only|{{portal2}}}}
* {{Ent|point_changelevel}} {{only|{{portal2}}}}
* {{Ent|env_global}}

Revision as of 08:45, 27 December 2023

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{{{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.

KeyValues

Name (targetname) <string>
Name of this landmark.
New Map Name (map) <string>
The filename of the next map (without ".bsp").
Warning.pngWarning:Setting this to current map’s name or not setting it will cause info_changelevel not to spawn.
Landmark Name (landmark) <targetname>
Changes of positions will take place on transition relative to this landmark.

Flags

Disable Touch
Icon-Bug.pngBug:Using this flag will cause info_changelevel to not spawn at all. Use Enable/Disable inputs instead.  [todo tested in ?]
 : [2]
To Previous Chapter : [4]

Inputs

Enable  !FGD
Disable  !FGD
Enable/disable this entity from performing its task

Outputs

OnChangeLevel
Fired when the level changes.
Note.pngNote:This output is in fgd but doesn't exist in-game.

See Also