Level Change Problem Created 18 years ago2006-03-20 19:27:45 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Created 18 years ago2006-03-20 19:27:45 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Posted 18 years ago2006-03-20 19:27:45 UTC Post #169842
Here's the deal. I have two doors connected by a small corridor in which I will use for the change area. When the player walks through the first door, he enters the area where a trigger_transition is. Great, now when the closes behind him, the door's set "Fire on close" targets a trigger_changelevel under the area where the corridor is. The only problem is that it doesn't f-ing work!!! The trigger_changelevel is set to "USE only" and the trigger_transition is set to the name of the landmark. WTF? The landmark has been set up properly as well. Everything seems like it is in place. Does the door need a name or something? Does this method only work in one-way level changes? (I have the same kind of setup in the next map too.) I need a fix so that I can continue to map!
Posted 18 years ago2006-03-20 19:33:50 UTC Post #169844
Does it work if you put the trigger_changelevel somewhere accessible and untick "use only"?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-20 19:40:12 UTC Post #169846
I think the problem is that he doesnt want the level to change while one of the doors is open, and suddenly appear closed in the next map.
Make the hall longer or make the door close faster to be sure it wont happen. Use a normal trigger_changelevel instead of trying complicated things.

Edit: you could make the doors open and close with separate triggers, to be 100% sure the doors will be open/close when you desire.
Posted 18 years ago2006-03-20 21:12:56 UTC Post #169855
Exactly, I don't want the door to suddenly appear closed in the next map. I really cant make all of the halls longer, that would take a shitload of remapping certain areas with the same design. There must be a way to make this work! I am still trying to figure it out! I'll get it sooner or later.
Posted 18 years ago2006-03-20 22:55:03 UTC Post #169867
One thing to remeber is that the level changes don't work when you open a level from a hammer compile. You have to close hammer and open the level in HL. If that's not it, tell us exactly what happens when you try the level change. Do you get an error, does HL crash, does the level change, but the doors are set wrong? The more info you can give, the easier it will be for us to help.
Posted 18 years ago2006-03-21 00:53:30 UTC Post #169879
I always run my maps in Half-Life so I can see exactly how they will work. Anyway, I have basically recreated my scenario in this pathetic little drawing:

http://i26.photobucket.com/albums/c102/HondaKid95/LevelChange.jpg

Hopefully this will give you an idea on what I am trying to pull here. When the levelchange is supposed to occur, Half-Life does not crash and I get no errors. The map just sits where it is as if nothing has been triggered at all. No loading or anything. I have everything set up correctly but it just wont work for some reason.

Level Change Sequence:

Player opens door (no trigger)
Player enters area of trigger_transition
Moments later the door closes again (triggering levelchange)
Level change fails...

*I have the name of the transition to the name of the landmark
*All names and targets are correct
*trigger_changelevel is USE only
Posted 18 years ago2006-03-21 05:04:59 UTC Post #169897
try unticking the use only flag
Posted 18 years ago2006-03-21 21:54:25 UTC Post #170132
Ok, that gives us more information to work with. I like the crowbar in the pic BTW. Since nothing happens at all after the door closes, let's assume the fire on close isn't working. To test this, use killer1102's suggestion above, but you'll need to move the trigger_changelevel up into the corridor. If, once again, nothing happens when the player touches the trigger_changelevel, then the problem is with your changelevel setup.
Posted 18 years ago2006-03-22 23:08:58 UTC Post #170351
Yeah, I figured that the Fire on close was not working. I didn't get any errors in hammer when i targeted something in the field that didn't exist. I finally ditched the whole double-door deal and modified a bunch of my maps for smoother level changes. I pretty much just made the halls longer and stuff. It took a while to fix but my maps are much better now. Heh, I nearly made one of my maps double the size and combined another two together! Some significant changes but Im sure it will all be worth it.
Posted 18 years ago2006-03-23 03:14:53 UTC Post #170371
Just make a trigger multiple that will target it. I myself need to do that for I also have a very short coridor thats the transation will be in it.
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