changelevel and monsters Created 20 years ago2004-07-30 15:04:20 UTC by cyanide cyanide

Created 20 years ago2004-07-30 15:04:20 UTC by cyanide cyanide

Posted 20 years ago2004-07-30 15:04:20 UTC Post #46790
I know how to make trigger_changelevel's using landmarks and therefore how to get NPC's to move through levels with the player...

___________BUT__________

How do you make a fresh level change so no scientists, entities or enimies (except your weapons of course) follow you to the next map?
Posted 20 years ago2004-07-30 15:08:55 UTC Post #46791
i want to know that also! When i changeleveld last time(my maps ofcourse) a dead sciencist laying near teleport, teleported with me to next level! It was looking more than strange(he wasn't IN teleport!). How to fix that?
Posted 20 years ago2004-07-30 15:24:28 UTC Post #46796
ok, good that were stuck on the same thing, dont feel so alone now.
Someone Help us! :nuts:
Posted 20 years ago2004-07-30 15:33:16 UTC Post #46800
You could killtarget them when the map starts.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-30 15:53:42 UTC Post #46817
could but that wouldnt help the dead bodies floating around.

its not that they follow, its just that corpses and stuff appear on the next map even thought the two locations are supposed to be unrelated in the game.
Posted 20 years ago2004-07-30 16:02:16 UTC Post #46822
Map properties:
"New level unit: Yes, clear previous levels"
doesnt work either :(
Posted 20 years ago2004-07-30 16:18:07 UTC Post #46837
Teleport the player away as soon as he gets to the next level?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-07-30 16:19:33 UTC Post #46838
in the map properties (tools/map properties i think) you can choose to "flush entities". that will probably work.
Posted 20 years ago2004-07-30 16:49:07 UTC Post #46849
youre talking about 'New level unit: Yes, clear previous levels' i think,
it dont work :roll:
Posted 20 years ago2004-07-31 03:24:44 UTC Post #46981
wow, no one knows the answer? :D
Posted 20 years ago2004-07-31 03:48:11 UTC Post #46986
http://collective.valve-erc.com/index.php?doc=1037474528-90629700

Read the part about the trigger_transition. It may well be the solution to this problem.
Posted 20 years ago2004-07-31 08:00:48 UTC Post #47057
cant find anythin usefull on there :(
Posted 20 years ago2004-07-31 08:42:35 UTC Post #47061
What I thought, was, to put a trigger_transition so, that no entity is inside. Wich means nothing should be taken to the next level, get the idea?

I haven't tested it, it's just a thought but I guess it's worth a try.
Posted 20 years ago2004-07-31 08:56:18 UTC Post #47063
how do i link the trigger_transition with the level or do i just throw it in there? Meh, ill go test stuff out
Posted 20 years ago2004-07-31 08:57:47 UTC Post #47065
That can be found in the link I gave you...

But since I've never used it it's up to you to find out. Maybe it'll solve your problem. Hopefully... :)
Posted 20 years ago2004-07-31 12:05:09 UTC Post #47104
I had this problem in Minimicus. After you kill the gonarch in the kitchen, the level changes to put the player back in the lab. But sometimes there were baby headcrabs that were still alive and they came through the level change with the player, very annoying... I solved this by fading out and teleporting the player to a hidden pitch-black room in the same map, THEN I triggered the level change.
Posted 20 years ago2004-07-31 12:06:43 UTC Post #47105
ouch. still, hidden pitch black rooms are the cure for any transitional ailment. like leeches :) - Seventh
Posted 20 years ago2004-07-31 12:13:03 UTC Post #47106
Yep. Though it's never wrong to test out some unfamiliar entities... :)
Posted 20 years ago2004-07-31 12:48:44 UTC Post #47110
Captain P, I tested the trigger_transition; it worked perfectly, and it was easy to use. Just place it over the area where the player will be during the level change and name it the same as the info_landmark. It prevented the other monster entities from being included in the level change. I wish I had known about this earlier.
Posted 20 years ago2004-07-31 15:46:24 UTC Post #47142
ahh, nice work all of ya! :)
so u just put a trigger_transition named the same as the info_landmark over where the player is.
Cool, case closed lol.
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