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 (
2) - To Previous Chapter (
4)
- Disable Touch (
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 (
2) - To Previous Chapter (
4)
- Disable Touch (
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 (
2) - To Previous Chapter (
4)
- Disable Touch (
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 (
2) - To Previous Chapter (
4)
- Disable Touch (
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.