I am making a MOD now and I have a level transition in it but I am having trouble getting it to work properly. I have the trigger_changelevel in my level along with the correct name of the level to change to and the landmark name is set. The landmark in the change to level is named correctly but when the level transition ocurrs then the level sarts at where the landmark is but you can't move. You can only move the camera around from where the landmark is at. Thanks.
1
Re: [missing]
Posted by Le Chief on Mon May 4th at 10:16am 2009
Posted by Le Chief on Mon May 4th at 10:16am 2009
Sounds like your getting stuck in the level.
Its sort of difficult to explain but your two level transition entities and info_landmark must be in sync with each other and the environment. You can't just place them anywhere.
You should really build out the level transition space with entities, copy and paste it into the new map, then remove the unneeded things, but not moving anything.
Its sort of difficult to explain but your two level transition entities and info_landmark must be in sync with each other and the environment. You can't just place them anywhere.
You should really build out the level transition space with entities, copy and paste it into the new map, then remove the unneeded things, but not moving anything.
Re: [missing]
Posted by Necromancer on Mon May 4th at 11:29pm 2009
Posted by Necromancer on Mon May 4th at 11:29pm 2009
The only place that the game allows me to place an info_landmark is at the origin of the grid. And it doesn't seem like it's stuck in a wall.
I tried matching up the transitions but it still always put the camera viewpoint at the origin no matter where I put it so now I just have the camera at the origin. I can get these transitions to work very easily in SvenCoop and I am not used to putting them into the regular Half-Life.
Is there any other entity or triggers that I need to place in the map(s) to make it work; right now I have:
A trigger_changelevel in map1 and it targets map2 and the landmark name is lm.
In map2 I have an info_landmark named lm.
Is this all I need or is there more?
And when you say the two level transition entites need to line up exactly what entities are you referring to? (I already tried linning up the landmark but the camera always centered on the origin of the map)
Thanks.
Why has the name of this post changed to MISSING?
I tried matching up the transitions but it still always put the camera viewpoint at the origin no matter where I put it so now I just have the camera at the origin. I can get these transitions to work very easily in SvenCoop and I am not used to putting them into the regular Half-Life.
Is there any other entity or triggers that I need to place in the map(s) to make it work; right now I have:
A trigger_changelevel in map1 and it targets map2 and the landmark name is lm.
In map2 I have an info_landmark named lm.
Is this all I need or is there more?
And when you say the two level transition entites need to line up exactly what entities are you referring to? (I already tried linning up the landmark but the camera always centered on the origin of the map)
Thanks.
Why has the name of this post changed to MISSING?
Re: [missing]
Posted by larchy on Tue May 5th at 7:22am 2009

larchy
super admin
496 posts
87 snarkmarks
Registered: Jan 14th 2008
Location: UK
Occupation: kitten fluffer
Posted by larchy on Tue May 5th at 7:22am 2009
Because I merged the Radiant Editor forum and I messed everything up D: sorry, we lost a couple of the latest thread titles. Please feel free to change them back.
larchy
super admin
496 posts
87 snarkmarks
Registered: Jan 14th 2008
Location: UK
Occupation: kitten fluffer
1
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 0.0112 seconds.

Snarkpit v6.1.0 created this page in 0.0112 seconds.


