trigger_changelevel
Last edited 1 year ago2023-04-04 21:00:42 UTC
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Brush EntityThis entity causes a level transition, where a new map is loaded and the player is placed in it.
Attributes
- Name (targetname) - Property used to identify entities.
- New map name (map) - The name of the new map to load.
- Landmark name (landmark) - The name of the info_landmark that defines the same point in space in both maps.
- Change Target (changetarget) - The entity name to be triggered in the next map. Works similar to a trigger_auto.
- Delay before change target (changedelay) - Self-explanatory.
Flags
- No Intermission (1) - This flag appears to be unused and has no effect.
- USE Only (2) - Entity can only be triggered by another event.
Notes
- It's recommended to keep your map names short with no capital letters, spaces, or special characters. Instead of "Chapter 3 Level 5", try c3l5 or ch3_lvl5.
- It's recommended to follow the same naming conventions for landmarks - no capital letters or spaces / special characters.
- You must set up changelevels between two maps both ways viz.
map1↔map2
, even if the player is meant to progress one way. Where players aren't meant to backtrack, place the "return" trigger as a small brush in an unreachable place, with flag 2 (use only) set. Not setting this up properly will crash the game. - If a trigger_transition is set up with the same name as the info_landmark, the trigger_changelevel can be triggered by other entities. The player will change level if they are inside the trigger_transition when the trigger_changelevel gets triggered. This also meant that the trigger_changelevel can be placed anywhere on the map; the trigger_transition takes care of the affected area.
- Examples of trigger_transition + out-of-the-way trigger_changelevel setups:
- Between pre-disaster and post-disaster test chamber, with the "unreachable" trigger_changelevel notoriously exploited in speedruns.
- Between the Satellite Rocket launchpad and the previous map.
- Second map of Gonarch's Lair, with a convenient cave-in collapse.
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3 Comments
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Out of curiosity I looked up trigger_changelevel in the Half-Life SDK and it appears it only defines the "USE Only" flag and this is the only flag it checks against.
It seems it's a leftover from Quake where after a level change was triggered it would switch camera to an info_intermission during the "monsters killed/secrets found" screen, unless the flag was checked. While this functionality was removed in Half-Life, the flag remained.
TLDR: The "No Intermission" flag doesn't do anything and is just a leftover from Quake.