Info changelevel: Difference between revisions

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{{lang|title=info_changelevel}}
{{lang|title=info_changelevel}}__NOTOC__
__NOTOC__
{{subpage|[[Level Transitions]]}}
{{CD|InfoChangelevel}}
{{CD|InfoChangelevel}}
{{subpage|Level Transitions}}
{{entity|info_changelevel|type=e2|series=Left 4 Dead}}
{{entity|info_changelevel|type=e2|series=Left 4 Dead}}
It is the entity that marks a level change.
It is the entity that marks a level change.

Revision as of 09:03, 24 January 2023

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C++ Class hierarchy
InfoChangelevel
CBaseTrigger
CBaseToggle
CBaseEntity

Template:Entity 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 is automatically converted to info_changelevel
Tip.pngTip:To fire events in the next level, use the OnChangeLevel 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

Disable Touch : [2]
To Previous Chapter : [4]

Outputs

OnChangeLevel
Fired when the level changes.

See Also