Info changelevel: Difference between revisions
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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.
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== Keyvalues == | == Keyvalues == | ||
{{KV|Name|target_source|Name of this landmark.}} | {{KV|Name|intn=targetname|target_source|Name of this landmark.}} | ||
{{KV|New Map Name|string|The filename of the next map (without ".bsp").}} | {{KV|New Map Name|intn=map|string|The filename of the next map (without ".bsp").}} | ||
{{KV|Landmark Name|target_destination|Changes of positions will take place on transition relative to this landmark.}} | {{KV|Landmark Name|intn=landmark|target_destination|Changes of positions will take place on transition relative to this landmark.}} | ||
== Flags == | == Flags == |
Revision as of 03:07, 18 March 2021
Template:L4d series brush It is the entity that marks a level change.
It 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>
- Name of this landmark.
- New Map Name (map) <string>
- The filename of the next map (without ".bsp").
- Landmark Name (landmark) <targetname>
- Changes of positions will take place on transition relative to this landmark.
Flags
- 2 : Disable Touch
- 4 : To Previous Chapter
Outputs
- OnChangeLevel
- Fired when the level changes.