change level Created 18 years ago2005-12-06 16:46:52 UTC by Sajo Sajo

Created 18 years ago2005-12-06 16:46:52 UTC by Sajo Sajo

Posted 18 years ago2005-12-06 16:46:52 UTC Post #150698
Do the info_landmarks need to be at the same place in both maps or do the trigger_changelevels need to be in the same place.???
Posted 18 years ago2005-12-06 17:04:45 UTC Post #150711
They can be anywhere in both maps, but the amount of units between the land_mark and the brush are have to be exactly the same.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-12-06 17:27:07 UTC Post #150715
The surrounding brushes, that is. If the landmarks are in a simple square corridor, and in the first map, is ten units above the floor, and twenty from each wall, then the second must also be ten units above the floor and twenty from each wall in the second map.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-06 17:30:19 UTC Post #150719
No, the distance between the landmark and the trigger_changelevel doesn't need to be the same in both maps. It's actually better not to for practical reasons.

The landmark entity is used as a point to 'tie the levels together'. If you go into a trigger_changetarget and you're 25 units to the left of the specified landmark in that level, you will start in the next level 25 units left of the landmark in this second level. That's what it is - a landmark entity. No restrictions for locations or distances or what.

It's indeed a good idea to copy and paste a small part from the first level into the second level to have an easy start and to ensure both parts match up. However, you don't need to have those parts to be exactly the same - it will not cause errors or such if you haven't.
In fact you can create a whole new area instead of recreating a part of the previous level. This was done in HL when you teleported into Xen, for example.
Posted 18 years ago2005-12-06 17:45:04 UTC Post #150725
This was done in HL when you teleported into Xen, for example.
Really? I gathered that you were moved to the same room in the next map, then teleported. Never actually done a changelevel, to be honest.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-07 05:09:02 UTC Post #150813
my both info_landmarks and trigger_changelevels are in the same place.(copy-paste in place) But it creates a bug...like when you first get thru the trigger_changelevel,it doesnt work but when you save and load your game from the same point it works??? : so should I change the locations of trigger_changelevel a bit,or should I change the locations of info_landmarks a bit.

I dont get it. :confused:
Posted 18 years ago2005-12-07 06:15:35 UTC Post #150822
Select the info_landmark in the both the first map and second map, zoom in a little, and center views. Now simply alt-tab to see if the landmarks remain stationary. Ita a rather usefull method for me. If the entites appear shifted, the level change won't work. Can't really explain it, ill make a gif image tonight to show the effect.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-12-07 07:39:58 UTC Post #150826
you dont read!!!
my both info_landmarks and trigger_changelevels are in the same place.(copy-paste in place) But it creates a bug...like when you first get thru the trigger_changelevel,it doesnt work but when you save and load your game from the same point it works??? so should I change the locations of trigger_changelevel a bit,or should I change the locations of info_landmarks a bit.
my level change works but it has a some sort of bug it only works when I save and load the game. :(
Posted 18 years ago2005-12-07 09:23:00 UTC Post #150830
If you copy that area, make sure you change the positions of the trigger_changelevels somewhat, otherwise you'll end up in the trigger_changelevel in the other level -> infinite loop.

If it's still buggy, why not upload your map so we can take a look?

@Seventh: there's not automatically a 'same room'. You're in another level, nothing is guaranteed to be the same. Hence the difference between some area's in some level changes - small texture alignments and other things and of course, a blocked off corridor.
Posted 18 years ago2005-12-07 09:45:12 UTC Post #150834
If you copy that area, make sure you change the positions of the trigger_changelevels somewhat, otherwise you'll end up in the trigger_changelevel in the other level -> infinite loop.
Actually, this is probably the correct explanation, since I had the same bug caused when I was playing with map changes and copied the entity into the exact same place myself.
Posted 18 years ago2005-12-08 08:24:21 UTC Post #151044
If you copy that area, make sure you change the positions of the trigger_changelevels somewhat, otherwise you'll end up in the trigger_changelevel in the other level -> infinite loop.
no you wont have any infinite loop when you paste them in exact same place,dont post guesses,now something?post it!no sure about it?not post it!dont know anything about it?not post bullshit!
Posted 18 years ago2005-12-08 09:04:21 UTC Post #151061
Please post!coherently?no need for!lots of?punct!uatio!n!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-08 09:28:18 UTC Post #151072
not need for!* Alex. :P

And from that Borat-esque flame, I'm guessing that you disagree. However I had a looping problem solved by moving them, so It! not guess?
dont post guesses,now something?
Since you haven't supplied a) a map b) an adequate description of your problem, guessing is all people CAN do.
Posted 18 years ago2005-12-08 10:01:31 UTC Post #151076
Since you haven't supplied a) a map b) an adequate description of your problem, guessing is all people CAN do.
I only agree with this.
However I had a looping problem
Imposibble,you probably missed placed them even a slight mistake could make them loop.Place the both func_levelchanges the exact same place,it doesnt loops.
Posted 18 years ago2005-12-08 10:09:45 UTC Post #151077
Thats possible. However, if you know so much about the problem and Captain P is talking bullshit, stop asking questions.
Posted 18 years ago2005-12-08 16:31:13 UTC Post #151142
I've checked and indeed, there's no such loop, apparantly they are programmed to be disabled when a player spawns in them. So the programmers intercepted this loop problem, but since it's a wrong setup anyway, it doesn't matter. You shouldn't leave them in the same place. I believe this is common sense and with even a little experimenting you would've found out the solution on your own.

As for guesses and the like, guesses or idea's can be valuable, whether they're correct or not. I was wrong in this case about the infinite loop (my post contained the solution to your problem nevertheless), but that gives you no reason to react in such way. You aren't in the position to tell us what we can reply and what not - you're looking for a solution for your problem, not for trouble, I assume.
Your attitude is starting to annoy me. Try to take things more easy, there's no problem with people carrying on suggestions or assumed solutions.
Posted 18 years ago2005-12-08 17:39:19 UTC Post #151153
CP, laat deze gastjes nou gewoon hun gang gaan, wat kan jouw het schelen. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-12-08 18:10:59 UTC Post #151163
<lach>
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-08 18:24:45 UTC Post #151165
Heh.

I should've PM'd that. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-12-08 20:33:58 UTC Post #151197
Ge hebt volledig gelijk, Muzzle. Ik moet het maar eens afleren. :)
Posted 18 years ago2005-12-09 07:51:23 UTC Post #151237
but that gives you no reason to react in such way. You aren't in the position to tell us what we can reply and what not - you're looking for a solution for your problem, not for trouble, I assume.
Your attitude is starting to annoy me.
Nothing is wrong with my reaction,I saw Trapt answering your posts saying"cock sucker,lame.." and such stuff...And no one seem to care.So in conclusion,why do you?

When I act in a kind way,everyone hates me.So I decided to be harsh as 7th said nothing is wrong with harsh comments or posts.

And btw why are you not talking in English?
Sizin hepinizin anas?n? domalt?p ?at ?at zikerim ulan
Senin de az?na veririm
Posted 18 years ago2005-12-09 09:13:37 UTC Post #151249
Nothing is wrong with my reaction,I saw Trapt answering your posts saying"cock sucker,lame.." and such stuff...And no one seem to care.So in conclusion,why do you?

When I act in a kind way,everyone hates me.So I decided to be harsh as 7th said nothing is wrong with harsh comments or posts.
Don't rationalise it, put it down to a hissy fit. And the main difference in both places is that you have asked for something, therefore you should be fairly passive in replies.

And now for a little hijacking:
I've checked and indeed, there's no such loop, apparantly they are programmed to be disabled when a player spawns in them.
I however, DID get locked in a continual loop a between identical map areas, (player continually seemed to fall into position and load, but its possible/inevitable that I set things up incorrectly). I wish I still had those boxy maps, if only for their glitchey wonder. :)
Posted 18 years ago2005-12-09 19:17:55 UTC Post #151363
I think I got it,its because I copy the same level change and only change its properties and as we know copy+paste is a real pain in the ass in hl mapping..textures angles change,its properties sometimes get fucked up.I guess thats why my level change dont work,I was so lazy to create a new one so I used the level change that I made at the very begining of the mod...oh god..this gonna take a lot of time :cry:
Posted 18 years ago2005-12-09 21:31:29 UTC Post #151405
Copy'pasting is no problem here, as long as you change the level name the trigger_changelevel points to and move it so the player doesn't end up in the trigger_changelevel when he is inserted into the level. That's all.
Posted 18 years ago2005-12-11 06:21:32 UTC Post #151617
It works!It works!!!wowaaa!! :D
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