I need help with trigger_changelevel Created 17 years ago2007-04-27 23:38:52 UTC by cheer_devona cheer_devona

Created 17 years ago2007-04-27 23:38:52 UTC by cheer_devona cheer_devona

Posted 17 years ago2007-04-27 23:38:52 UTC Post #220303
Hi, I followed the tutorial about changing level.
At first my maps work fine. I could go from room1 to room 2. The weird thing is I cant go back from room 2 to room 1.Instead of showing an orange " loading", it shows "loading initializing game data", and then it freezes my comp.
If I start from room 2, the same thing happens. I can go from room 2 to room 1, but when I get to room 1,I cant go back to room 2.
Any idea why this keeps on happenin to me?
I've checked my trigger n landmark, and they're fine, there's nothin wrong with them.I put one trigger and one land mark on each map.

Help!!!
Posted 17 years ago2007-04-28 09:32:33 UTC Post #220319
Are they in the same spot relative to each-other?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-04-28 23:07:59 UTC Post #220375
yes, the land mark is exactly in the same spot, coz I copied room1 and saved it as room 2. i only change the placement of the trigger and the name of new map.
Posted 17 years ago2007-05-05 15:03:56 UTC Post #221078
Take a look at:

http://twhl.co.za/mapvault_map.php?id=4331

The triggers don't have to have any sort of location relationship.
Posted 17 years ago2007-05-06 16:41:47 UTC Post #221169
Does the landmark need to be in the same place on each map or does it have to be the same place in relation to the trigger_changelevel? And does the changelevel FROM one room still have to exist in the other if the swap is one way? I dunno how trigger_changelevel works.
Jessie JessieTrans Rights <3
Posted 17 years ago2007-05-06 18:07:47 UTC Post #221187
1. Make sure you have put the correct map name in the trigger_changelevel entities in both maps.

2. Make sure that your trigger_changelevel entities aren't in the same positions otherwise the system gets confused. What I tend to do is this.
User posted image
3. Sometimes I get this problem if the trigger_changelevel entity is touching another brush. Make it about 16 units away from all walls and floors.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-05-06 18:18:50 UTC Post #221188
Yes, the landmark has to be in the same place in both maps. It doesn't matter where in the map it is, but the area where the level change goes on is usually the only consistent thing between the two maps, so people put them there.

Also, if you have the trigger_changelevels in the same position in both maps, it'll probably go into some kind of infinite level change loop, although I'm not sure (I've never tried that myself.) It's a good practice to keep plenty of room between the two trigger_changelevels, so the player doesn't skip right back to the previous map if they step backwards after the level change.
And does the changelevel FROM one room still have to exist in the other if the swap is one way?
Even if the level change only goes one way, you still have to have a trigger_changelevel that leads to the previous map, yes. Put it in some secluded spot in the map, or just check the "USE only" flag.
Posted 17 years ago2007-05-06 19:21:47 UTC Post #221191
I figured out trigger_changelevel one time. but could never do it again.

Oh well. 1 map mods for me...
Posted 17 years ago2007-05-07 17:10:53 UTC Post #221319
The landmarks don't have to be placed in the "same place" (whatever that means since there are two separate maps).

The landmarks can be placed in similar looking locations such that it appears that the second map continues where the first one left off. But it can be placed anywhere in the second map.
Posted 17 years ago2007-05-07 17:16:45 UTC Post #221323
If you copy one area out of the previous map, and paste it into the new one, that area will be the same. This is the "same place" I'm talking about. If it's off, then you could spawn into a wall or the floor after the level change. That area that's consistent between the two maps, that's where you want to place it, because you can refer to the location of it in both maps and make sure it's in the same position, relative to everything around it.
Posted 17 years ago2007-05-07 17:21:39 UTC Post #221324
"If it's off, then you could spawn into a wall or the floor after the level change"

Why would you put a landmark in a wall or the floor? The landmark is where you spawn in the second map. Put it anywhere.
Posted 17 years ago2007-05-07 17:28:52 UTC Post #221325
Also, the best places for level changes are halls waith corners, vents, double doors, elevators, and random teleportals. :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-07 17:58:41 UTC Post #221327
Err... No it's not, BJ, and I never said you should put it in a wall. All a landmark does is let the engine know where the two maps are in relation to each other, so you stay in the same position when the transition happens.

And from the official tutorial here:
The info_landmark sets up a constant point of reference in the origin and destination maps. It must appear in both maps otherwise the level change will not work correctly. The origin and destination info_landmark must both have the same Name (targetname)
So basically, it's the same info_landmark in both maps.
Posted 17 years ago2007-05-07 21:39:05 UTC Post #221352
Perhaps I'm misunderstanding what you mean by the "same" position. There is an absolute position of the player in any map. But that doesn't have to be the absolute position (and rarely is) of the player in the map to which he transitions.

The player ends up in the same relative position to the landmark in the second map that he had in the first map.

If he is ten units "west" of the landmark in the first map when the changelevel is triggered, he will be positioned ten units "west" of the landmark in the second map, whereever that landmark is (in absolute position) in the second map.

Maybe we're saying the same thing?
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