Point changelevel: Difference between revisions
Jump to navigation
Jump to search

Note:The map does not transition instantly; an automatic 0.3 second fade to black is applied first.
(Use BaseEntity templates, document landmark behavior) |
(Remove stub header) |
||
Line 1: | Line 1: | ||
{{lang|point_changelevel}} | {{lang|point_changelevel}} | ||
{{back|Level Transitions}} | {{back|Level Transitions}} | ||
{{portal2 point|point_changelevel}} Used to make an easy, one-way map transition. If no landmarks are present in the map, the player will spawn at the [[info_player_start]] in the destination map. | {{portal2 point|point_changelevel}} Used to make an easy, one-way map transition. If no landmarks are present in the map, the player will spawn at the [[info_player_start]] in the destination map. |
Revision as of 18:59, 14 June 2022


Template:Portal2 point Used to make an easy, one-way map transition. If no landmarks are present in the map, the player will spawn at the info_player_start in the destination map.
However, if the current map contains an info_landmark_exit and the destination map contains an info_landmark_entry, the player's offset relative to the exit landmark will be applied relative to the entry landmark in the next map. Effectively, this makes the entity behave more like a trigger_changelevel. This will also cause all entities to transition over; to limit what entities this applies to, use a trigger_transition. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it.

Keyvalues
Inputs
- ChangeLevel <string >
- Changes the level to the map name supplied as a parameter.
Outputs
- OnChangeLevel
- Fired when the level is about to change.
See Also
- Level Transitions
- info_landmark
- trigger_changelevel
- trigger_transition
- point_changelevel (only in
)
- info_changelevel (only in
)