Info changelevel: Difference between revisions

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(More info provided by Valve help section in Hammer.)
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{{l4d brush|info_changelevel}}<br>
{{l4d series brush|info_changelevel}} It is the entity that marks a level change.
{{l4d2 brush|info_changelevel}}
{{note|The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.}}
{{note|The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.}}


== Entity description ==
== Entity description ==
info_changelevel is an entity that marks a level change. Place an [[info_landmark]] in both maps that marks the 'same' location in each map.
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 differs from <code>[[trigger_changelevel]]</code> in order to accommodate the core mechanics of Left 4 Dead:
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. 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 differs from <code>[[trigger_changelevel]]</code> in order to accommodate the core mechanics of Left 4 Dead:
*Also acts like [[trigger_transition]]. It transitions the <code>prop_physics</code> entities inside it to the destination level.
*Also acts like [[trigger_transition]]. It transitions the <code>prop_physics</code> entities inside it to the destination level.
*Takes all players into consideration. <code>info_changelevel</code> refuses to make the level transition until all living survivors are within the volume and clear of infected.
*Takes all players into consideration. <code>info_changelevel</code> refuses to make the level transition until all living survivors are within the volume and clear of infected.

Revision as of 17:10, 24 October 2010

Template:L4d series brush It is the entity that marks a level change.

Note.pngNote:The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.

Entity description

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. It differs from trigger_changelevel in order to accommodate the core mechanics of Left 4 Dead:

  • Also acts like trigger_transition. It transitions the prop_physics entities inside it to the destination level.
  • Takes all players into consideration. info_changelevel refuses to make the level transition until all living survivors are within the volume and clear of infected.
  • Level change, similar to trigger_changelevel ChangeLevel input (with Disable Touch checked), is instead fired when prop_door_rotating_checkpoint is fully closed.
  • Provides location of an endpoint of a map in order for the AI to calculate an escape route. This, in turn, provides necessary information about map flow for the AI Director.
Tip.pngTip:To fire events in the next level, use the OnLevelChange 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>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • landmark
<target_destination> Changes of positions will take place on transition relative to this landmark.
  • map
<string> The filename of the next map.

Outputs

OnChangeLevel