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

Note:All entities located out of bounds will get removed
Note:The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use
mNo edit summary |
m (i failed the note syntax) |
||
Line 5: | Line 5: | ||
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. | ||
{Note|All entities located out of bounds will get removed}} | {{Note|All entities located out of bounds will get removed}} | ||
{{Note|The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use <code>ChangeLevelPostFade</code> instead if you want to transition instantly.}} | {{Note|The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use <code>ChangeLevelPostFade</code> instead if you want to transition instantly.}} | ||
Latest revision as of 04:13, 9 March 2025


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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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
)