Trigger changelevel: Difference between revisions

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==Availability==
==Availability==
{{in game|brush}} {{game-base}}
{{in game|brush}} {{game-base}}
{{in code|class=CChangeLevel|file=triggers.cpp}}
{{in code|class=class_c_change_level.html CChangeLevel|file=triggers_8cpp-source.html triggers.cpp}}


==Keyvalues==
==Keyvalues==

Revision as of 14:28, 2 August 2006

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Entity Description

An entity that triggers a level change.

Place an info_landmark in both maps to mark the same location in both maps.

Notes

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 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_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.

Level transitions must be two-way. That is to say, there must be a trigger_changelevel in the next level that points to the current level, as well as the trigger_changelevel taking the player to the next level. If a one-way level transition is desired, simply make this second trigger_changelevel inaccessible to the player.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

  • targetname
<target_source> Name.
  • map
<string> New Map Name.
  • landmark
<target_destination> Landmark Name.

Flags

  • 2 : Disable Touch
  • 4 : To Previous Chapter

Inputs

  • ChangeLevel
Cause the level change. Use this when triggering the level change with a button, etc.

Outputs

  • OnChangeLevel
Fired when the level changes.