Point changelevel: Difference between revisions
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Note:The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use
(Add undocumented ChangeLevelPostFade input) |
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{{this is a| | {{this is a|point entity|game=Portal 2|name=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. | ||
However, if the current map contains an {{ent|info_landmark_exit}} and the destination map contains an {{ent|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 {{ent|trigger_changelevel}}. This will also cause '''all''' entities to transition over; to limit what entities this applies to, use a {{ent|trigger_transition}}. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it. | However, if the current map contains an {{ent|info_landmark_exit}} and the destination map contains an {{ent|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 {{ent|trigger_changelevel}}. This will also cause '''all''' entities to transition over; to limit what entities this applies to, use a {{ent|trigger_transition}}. In the Portal 2 campaign, this is positioned in such a way that no entities are ever inside it. |
Revision as of 18:13, 17 May 2024


point_changelevel
is a point entity available in Portal 2. 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.

ChangeLevelPostFade
instead if you want to transition instantly.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
)