Re: [missing]
Posted by Necromancer on
Sun May 3rd 2009 at 8:17pm
392 posts
1499 snarkmarks
Registered:
May 5th 2008
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.
Re: [missing]
Posted by Necromancer on
Mon May 4th 2009 at 11:29pm
Posted
2009-05-04 11:29pm
392 posts
1499 snarkmarks
Registered:
May 5th 2008
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?
Re: [missing]
Posted by larchy on
Tue May 5th 2009 at 7:22am
larchy
fluffy teim
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496 posts
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Jan 14th 2008
Occupation: kitten fluffer
Location: UK
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.