Info changelevel: Difference between revisions

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{{note|[[trigger_changelevel]] can also be used in Left 4 Dead. For example, the transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.}}
{{note|[[trigger_changelevel]] can also be used in Left 4 Dead. For example, the transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.}}
{{todo|What are the differences between info_changelevel and trigger_changelevel? What determines the end point of an escape route?}}
{{todo|What are the differences between info_changelevel and trigger_changelevel? What determines the end point of an escape route?}}
{{tip|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.
{{tip|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.<br>
 
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.}}
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.}}



Revision as of 17:38, 24 October 2010

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

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.

Note.pngNote:trigger_changelevel can also be used in Left 4 Dead. For example, the transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.
Todo: What are the differences between info_changelevel and trigger_changelevel? What determines the end point of an escape route?
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