Disable a trigger_changelevel? Created 7 years ago2017-08-27 17:44:59 UTC by MistaX88 MistaX88

Created 7 years ago2017-08-27 17:44:59 UTC by MistaX88 MistaX88

Posted 7 years ago2017-08-27 17:44:59 UTC Post #337104
Basically, my Pockets map is going to have a hidden time limit, at which the end of the limit, the exit portal is disabled and then it'll fade to black w/text telling you why you've failed and then loadsaved.

Initially I was just gonna have it fade to black w/text and be done. But then I realized that one could be heading towards the portal and walk into it even as the screen is fading to black. So I would like to be able to disable the portal. I figure I can use env_render to make the sprite and beams invisible but I'm not sure what I can do about the actual trigger_changelevel brush.
Posted 7 years ago2017-08-27 17:52:42 UTC Post #337105
trigger_multiple->trigger_changelevel with USE Only set, disable trigger_multiple master to disable changelevel.
I think that should work.
Posted 7 years ago2017-08-27 18:25:12 UTC Post #337106
I've never dealt with change level entities before (and it's gonna be Urby stitching them all together so I don't want to make a huge mess for him). Should I keep the changelevel brush in the same place or can I move it over and place the trigger_multiple in it's place (so long as I don't move the landmark entity)?

EDIT:

Awesome, I've got this working perfectly now. Thank you! The only thing I need to know now is if it's ok to move the trigger_changelevel brush.
Posted 7 years ago2017-08-28 05:42:45 UTC Post #337126
my Pockets map is going to have a hidden time limit
I hope you'll reconsider. Time limits are some of the most annoying design choices in games, especially in a game with a large focus on quicksaving. Players may quickly find themselves screwed over if they quicksave unknowingly with a hidden time limit and are doomed to fail the level.
Posted 7 years ago2017-08-28 06:20:51 UTC Post #337128
The changelevel brush can be anywhere.
Posted 7 years ago2017-08-28 22:41:34 UTC Post #337152
@Solokiller

Thanks!

@2muchvideogames

I'm making it a generous time limit, and it doesn't begin until a button is pressed and the action actually begins. It's currently a little over 4 minutes and I can complete it in less than half of that without enemies. Once I do some testing with enemies I'll add more time depending on how close to the limit I get so it doesn't become a hard limitation for those with a lower skill level. There will also be pieces of the world breaking about every 30 seconds which will help players keep tabs on the passing of time. I'm thinking of adding a game_text entity that will give a hint to the player that a time limit has started as well (so they will think twice about spamming quicksave).
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