Info changelevel: Difference between revisions
Jump to navigation
Jump to search
Note:trigger_changelevel can also be used in Left 4 Dead, although it isn't recommended. It teleports survivors to next saferoom where info_landmark is but it doesn't take into account checkpoint nav squares. You need a info_landmark on both sides, in the same place (relative to the room) so that things end up in the right place. It's like trigger_teleport, the info_landmark in the end safe room is the "center" of the brush, and the new map is the exit (the info_landmark again denoting the center so things are offset correctly). The transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.
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.
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.
Gemini Saga (talk | contribs) |
Gemini Saga (talk | contribs) |
||
Line 3: | Line 3: | ||
== Entity description == | == 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, <code>info_changelevel</code> will be listed in entity class selection menu when [[Entity_Creation|tied to a brush as an entity]]. | 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]]. | ||
{{note|[[trigger_changelevel]] can also be used in Left 4 Dead, although it isn't recommended. It teleports survivors to next saferoom where info_landmark is but it doesn't take into account checkpoint nav squares. It's like [[trigger_teleport]], the info_landmark in the end safe room is the "center" of the brush, and the new map is the exit (the info_landmark again denoting the center so things are offset correctly). 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, although it isn't recommended. It teleports survivors to next saferoom where info_landmark is but it doesn't take into account checkpoint nav squares. You need a info_landmark on both sides, in the same place (relative to the room) so that things end up in the right place. It's like [[trigger_teleport]], the info_landmark in the end safe room is the "center" of the brush, and the new map is the exit (the info_landmark again denoting the center so things are offset correctly). The transition from l4d_smalltown02_drainage to l4d_smalltown03_ranchhouse (Death Toll campaign) uses trigger_changelevel instead of info_changelevel.}} | ||
{{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> | {{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 05:51, 8 November 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.


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
ortarget
).
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
- Fired when the level changes.