Point changelevel: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
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

English (en)Translate (Translate)
Level Transitions

point_changelevel is a point entity available in Portal 2 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.

Note.pngNote:All entities located out of bounds will get removed
Note.pngNote:The map does not transition instantly; an automatic 0.5 second fade to black is applied first. Use 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 or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

ChangeLevel <stringRedirectInput/string>
Changes the level to the map name supplied as a parameter.
ChangeLevelPostFade <stringRedirectInput/string> !FGD
Changes the level instantly, without fading out.

Outputs

OnChangeLevel
Fired when the level is about to change.

See also