(another) Problem with level change... Created 4 years ago2020-02-23 12:05:29 UTC by MrMystery MrMystery

Created 4 years ago2020-02-23 12:05:29 UTC by MrMystery MrMystery

Posted 4 years ago2020-02-23 12:05:29 UTC Post #343769
After reading the tutorials about map change and transition and learned the rules of info_landmark and trigger_changelevel, I was making a map where it should teleport the player to a specific singleplayer map of the Half-Life campaign, but I came across a problem:

Trigger_changelevel keeps teleporting me to 0x 0y 0z coordinate --stucking in a wall-- in the next map, but I want to be teleported to the landmark's coordinates.
mymap.bsp
c2a3d.bsp
  • trigger_changelevel
    • angle: 270
    • spawnflags: 3
    • targetname: gotodrag
    • map: c2a3e
    • landmark: c2a3de
    • changetarget: wottadrag
Did I understand it well? Does the landmark origin (both in the current and next map) mark the XYZ coordinates for teleportation in a map?

I'm thankful for anyone who can give me a help.
MrMystery MrMysteryBanned
Posted 4 years ago2020-02-23 14:46:09 UTC Post #343770
I think you need trigger_changelevel's in both maps even if you won't use one of them.
Posted 4 years ago2020-02-23 16:40:50 UTC Post #343771
I think you need trigger_changelevel's in both maps even if you won't use one of them.
I just updated the thread post with further information. The HL map that I referred above has two trigger_changelevels as you can see now.
Do I need to give the triggers identical names in both my map and c2a3d? Otherwise, the problem doesn't seem to be that.

By the way, it's missing an explanation of what "changetarget" does on the trigger_changelevel wiki page. As you can see in c2a3d trigger, that input seems to be somehow relevant in that map.
MrMystery MrMysteryBanned
Posted 4 years ago2020-02-23 19:35:35 UTC Post #343772
The problem is that the c2a3d trigger does not point to mymap.bsp, it points to c2a3c.

Also the landmarks don't need to have the same coordinates, they just need to have the same relative place in the maps (e.g. left side of a hallway, 64 units from the ground).
Posted 4 years ago2020-02-23 20:34:47 UTC Post #343773
The problem is that the c2a3d trigger does not point to mymap.bsp, it points to c2a3c.
Even if I don't intend to return to mymap.bsp, both the maps should connect each other through the trigger_changelevel map input (key/value) in order to create a fine transition with landmark?

In that case, unfortunately, the solution would be to edit the game vanilla maps just to make a name connection.
MrMystery MrMysteryBanned
Posted 4 years ago2020-02-23 23:01:29 UTC Post #343774
Yes, even if it's a one-way transition, you need the return trigger set up properly. You can put it out of the way and make it 'use only' so it's a true one-way trip.

I think I know what you're trying to do - you could edit the one vanilla map and include that with your mod. That one should load instead of the one in the valve folder.
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