Info changelevel: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Add internal names of keyval keys)
(Added Lang template. Added back button. Added links.)
Line 1: Line 1:
{{l4d series brush|info_changelevel}} It is the entity that marks a level change.
{{lang|info_changelevel}}
{{toc-right}}
{{back|Level Transitions}}
{{l4d series brush|info_changelevel}}
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, <code>info_changelevel</code> will be listed in entity class selection menu when [[Entity_Creation|tied to a brush as an entity]].  
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, <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. 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.}}  
{{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 <code>OnLevelChange</code> 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.}}


== Keyvalues ==
== KeyValues ==
{{KV|Name|intn=targetname|target_source|Name of this landmark.}}
{{KV|Name|intn=targetname|target_source|Name of this landmark.}}
{{KV|New Map Name|intn=map|string|The filename of the next map (without ".bsp").}}
{{KV|New Map Name|intn=map|string|The filename of the next map (without ".bsp").}}
Line 17: Line 21:
== Outputs ==
== Outputs ==
{{IO|OnChangeLevel|Fired when the level changes.}}
{{IO|OnChangeLevel|Fired when the level changes.}}
== See Also ==
* [[Level Transitions]]
* [[info_landmark]]
* [[trigger_changelevel]]
* [[trigger_transition]]
* [[point_changelevel]] {{only|{{portal2}}}}
* [[info_changelevel]] {{only|{{l4ds}}}}

Revision as of 20:49, 16 October 2021

English (en)Translate (Translate)
Level Transitions

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.

Note.pngNote: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.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>
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.

See Also