Point changelevel: Difference between revisions

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(Add undocumented ChangeLevelPostFade input)
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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{{lang|point_changelevel}}{{back|Level Transitions}}  
{{lang|point_changelevel}}{{back|Level Transitions}}  
{{this is a|e0|game=portal2|name=point_changelevel}} Used to make an easy, one-way map transition. If no landmarks are present in the map, the player will spawn at the [[info_player_start]] in the destination map.
{{this is a|point entity|game=Portal 2|name=point_changelevel}} Used to make an easy, one-way map transition. If no landmarks are present in the map, the player will spawn at the [[info_player_start]] in the destination map.


However, if the current map contains an {{ent|info_landmark_exit}} and the destination map contains an {{ent|info_landmark_entry}}, the player's offset relative to the exit landmark will be applied relative to the entry landmark in the next map. Effectively, this makes the entity behave more like a {{ent|trigger_changelevel}}. This will also cause '''all''' entities to transition over; to limit what entities this applies to, use a {{ent|trigger_transition}}. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it.
However, if the current map contains an {{ent|info_landmark_exit}} and the destination map contains an {{ent|info_landmark_entry}}, the player's offset relative to the exit landmark will be applied relative to the entry landmark in the next map. Effectively, this makes the entity behave more like a {{ent|trigger_changelevel}}. This will also cause '''all''' entities to transition over; to limit what entities this applies to, use a {{ent|trigger_transition}}. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it.

Revision as of 18:13, 17 May 2024

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Level Transitions

point_changelevel is a point entity available in Portal 2 Portal 2. Used to make an easy, one-way map transition. If no landmarks are present in the map, the player will spawn at the info_player_start in the destination map.

However, if the current map contains an info_landmark_exit and the destination map contains an info_landmark_entry, the player's offset relative to the exit landmark will be applied relative to the entry landmark in the next map. Effectively, this makes the entity behave more like a trigger_changelevel. This will also cause all entities to transition over; to limit what entities this applies to, use a trigger_transition. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it.

Note.pngNote:The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use ChangeLevelPostFade instead if you want to transition instantly.

Keyvalues

Inputs

ChangeLevel <stringRedirectInput/string>
Changes the level to the map name supplied as a parameter.
ChangeLevelPostFade <stringRedirectInput/string> !FGD
Changes the level instantly, without fading out.


Outputs

OnChangeLevel
Fired when the level is about to change.


See also