trigger_changelevel
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Mesh Entity
An entity that triggers a level change.
Place an info_landmark in both maps in the PVS of the transition region that marks the 'same' location in each map.
TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on an env_global in the current level. Create a logic_auto in the next level that checks for the state set by the env_global.
To control which entities go through the level transition, create one or more trigger_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
Keyvalues
-
Start Disabled (
StartDisabled
) <Boolean
> -
Name (
targetname
) <TargetSource
> -
New Map Name (
map
) <String
> -
Landmark Name (
landmark
) <TargetDestination
> -
Spawnflags (
spawnflags
) <Flags
>- Disable Touch
- To Previous Chapter
Inputs
-
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
ChangeLevel <
Void
>
Cause the level change. Use this when triggering the level change with a button, etc.
Outputs
- OnChangeLevel <
Void
>
Fired when the level changes.
Mesh Entity
An entity that triggers a level change.
Place an info_landmark in both maps in the PVS of the transition region that marks the 'same' location in each map.
TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on an env_global in the current level. Create a logic_auto in the next level that checks for the state set by the env_global.
To control which entities go through the level transition, create one or more trigger_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
Keyvalues
-
Start Disabled (
StartDisabled
) <Boolean
> -
Name (
targetname
) <TargetSource
> -
New Map Name (
map
) <String
> -
Landmark Name (
landmark
) <TargetDestination
> -
Spawnflags (
spawnflags
) <Flags
>- Disable Touch
- To Previous Chapter
Inputs
-
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
ChangeLevel <
Void
>
Cause the level change. Use this when triggering the level change with a button, etc.
Outputs
- OnChangeLevel <
Void
>
Fired when the level changes.
Mesh Entity
An entity that triggers a level change.
Place an info_landmark in both maps in the PVS of the transition region that marks the 'same' location in each map.
TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on an env_global in the current level. Create a logic_auto in the next level that checks for the state set by the env_global.
To control which entities go through the level transition, create one or more trigger_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
Keyvalues
-
Start Disabled (
StartDisabled
) <Boolean
> -
Name (
targetname
) <TargetSource
> -
New Map Name (
map
) <String
> -
Landmark Name (
landmark
) <TargetDestination
> -
Spawnflags (
spawnflags
) <Flags
>- Disable Touch
- To Previous Chapter
Inputs
-
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
ChangeLevel <
Void
>
Cause the level change. Use this when triggering the level change with a button, etc.
Outputs
- OnChangeLevel <
Void
>
Fired when the level changes.
Mesh Entity
An entity that triggers a level change.
Place an info_landmark in both maps in the PVS of the transition region that marks the 'same' location in each map.
TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on an env_global in the current level. Create a logic_auto in the next level that checks for the state set by the env_global.
To control which entities go through the level transition, create one or more trigger_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
Keyvalues
-
Start Disabled (
StartDisabled
) <Boolean
> -
Name (
targetname
) <TargetSource
> -
New Map Name (
map
) <String
> -
Landmark Name (
landmark
) <TargetDestination
> -
Spawnflags (
spawnflags
) <Flags
>- Disable Touch
- To Previous Chapter
Inputs
-
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
ChangeLevel <
Void
>
Cause the level change. Use this when triggering the level change with a button, etc.
Outputs
- OnChangeLevel <
Void
>
Fired when the level changes.