Trigger changelevel: Difference between revisions
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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]] in the next level that checks for the state set by the env_global. | 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]] 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 [[ | To control which entities go through the level transition, create one or more [[trigger_transition]]s and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map. | ||
==Availability== | ==Availability== |
Revision as of 11:15, 19 October 2005
Entity Description
An entity that triggers a level change.
Place an info_landmark in both maps to mark the same location in both maps.
Notes
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 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_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- targetname
- <target_source> Name.
- map
- <string> New Map Name.
- landmark
- <target_destination> Landmark Name.
Flags
- 2 : Disable Touch
- 4 : To Previous Chapter
Inputs
- ChangeLevel
- Cause the level change. Use this when triggering the level change with a button, etc.
Outputs
- OnChangeLevel
- Fired when the level changes.