map change trigger problem

map change trigger problem

Re: map change trigger problem Posted by Wilddoggie on Thu Jan 15th 2004 at 11:19am
Wilddoggie
55 posts
Posted 2004-01-15 11:19am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
i quickly made 2 different maps (map1, map2), both had the exact same hallway with 2 doors, 1 map had a small room at the top door, the other map had a big room at the bottom door, i put a info_player_start in the 1st map (small room) and added trigger_change level and filled in new map name (map2), and the landmark name (landmark1) on map2 i made a landmark called landmark1, i compiled both of the maps, then tested map1, the trigger didn't work,

edit - lets say you kill a monster in the first room, go in the hall way, so it loads the next part, kill another monster, then you want to get the health pack in the first room, so you go back, it loads the first room, will the monster still be dead? or will it be alive as if you restarted the map?

any ideas on both those??
Re: map change trigger problem Posted by OtZman on Thu Jan 15th 2004 at 4:19pm
OtZman
1890 posts
Posted 2004-01-15 4:19pm
OtZman
member
1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
Wilddoggie said:
edit - lets say you kill a monster in the first room, go in the hall way, so it loads the next part, kill another monster, then you want to get the health pack in the first room, so you go back, it loads the first room, will the monster still be dead? or will it be alive as if you restarted the map?

any ideas on both those??
The monster will be dead. If the mosters would come back to life it would be a big pain to play HL because then you would have to kill all monsters in the game many, many times...
Re: map change trigger problem Posted by OtZman on Thu Jan 15th 2004 at 4:27pm
OtZman
1890 posts
Posted 2004-01-15 4:27pm
OtZman
member
1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
I thing you need to put a trigger_changelevel in both map 1&2 and also a landmark in both maps.

*edit: check this out:
http://www.vlatitude.com/tutorials.php?tutID=18
it's a "change level" tut :biggrin:
Re: map change trigger problem Posted by Wilddoggie on Thu Jan 15th 2004 at 5:27pm
Wilddoggie
55 posts
Posted 2004-01-15 5:27pm
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
thank you, i have no luck in finding tutorials
Re: map change trigger problem Posted by 7dk2h4md720ih on Thu Jan 15th 2004 at 6:42pm
7dk2h4md720ih
1976 posts
Posted 2004-01-15 6:42pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Mark the answer right dawg! :smile:
Re: map change trigger problem Posted by half-dude on Thu Jan 15th 2004 at 7:50pm
half-dude
580 posts
Posted 2004-01-15 7:50pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
I had trubble with this for a long time to. The only thing I can come up with is, don't test a trigger_changelevel when running it in hammer insted open Half-life with the console enabled and type: map (map name) then try the change that way, hope that helps.

Plus the monsters do stay dead becouse HL remimbers. got to go!!!!!!
Re: map change trigger problem Posted by fishy on Fri Jan 16th 2004 at 3:11am
fishy
2623 posts
Posted 2004-01-16 3:11am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
on a side note. in sven-coop, if you allow players to go back a level, they will find that the map has totaly reset, and all the monsters are alive again.
Re: map change trigger problem Posted by Mr.Ben on Fri Jan 16th 2004 at 8:22am
Mr.Ben
208 posts
Posted 2004-01-16 8:22am
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
Re: map change trigger problem Posted by Dark Tree on Fri Jul 9th 2004 at 1:16am
Dark Tree
646 posts
Posted 2004-07-09 1:16am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
My level changes are really screwy. I have read about three tutorials...and about 7 msg boards concerning this topic. I have found no useful info on my current problems. Also, I have spent days trying to perfect it, but still I am having troubles

http://darktreemedia.com/files/dt_deathsp2.zip
http://darktreemedia.com/files/dt_deathsp2.zip

</a>
The first one you come to works fine (triggering you to go from dt_death1.bsp to dt_deathc.bsp). You can go back and forth between the bsps without a problem.

Then, the next trigger, comes when you exit the church (dt_deathc). It triggers you back to dt_death1, but in a different place than before. It works...but if you try to go BACK, it does nothing....it gives me a notice in the top lefthand side saying: 'CHANGE LEVEL dt_deathc.bsp' ...but it doesn't switch me.

Now, I am back at dt_death1...and I make my way through the maze and pull different levers untill I get to my next levelchange which is dt_death1 to dt_death2...I get a similar notice saying that it is changing levels....but I never actually change...the game doesn't freeze, it just acts as if there wasn't any trigger brush at all.

I have already checked out Tommy's List of errors and solutions, and did what it asked...I checked:

the info_landmark entity.
can you load your second map through the console?
is your map in the right folder?
did you load the first map through the console?
the map naming conventions.
player starts.
anything else you can think of.

Every single one of those I checked out and the landmarks match perfectly.
The landscape is identical to the one it is switching to (in view at least).
Everything is where it should be.

What am I doing wrong? Feel free to critique the map in its current beta state. Yes, awful texturing...don't remind me, lol. The bsp's have been compiled with normal vis and normal rad.

Thank oyu guys so much in advance...again:

http://darktreemedia.com/files/dt_deathsp2.zip
http://darktreemedia.com/files/dt_deathsp2.zip

</a>
Re: map change trigger problem Posted by 7dk2h4md720ih on Fri Jul 9th 2004 at 1:23am
7dk2h4md720ih
1976 posts
Posted 2004-07-09 1:23am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
That link doesn't work bud.
Re: map change trigger problem Posted by Dark Tree on Fri Jul 9th 2004 at 3:15am
Dark Tree
646 posts
Posted 2004-07-09 3:15am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
Alien_Sniper said:
That link doesn't work bud.
That link is now fixed...sorry!
Re: map change trigger problem Posted by Dark Tree on Sat Jul 10th 2004 at 7:39am
Dark Tree
646 posts
Posted 2004-07-10 7:39am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
HEEEEEEEEEEEEELLLLLLLLLLLLLLPPPPPPPPPPPPPP!!!!!!!!!!!!!!!!!

Here is the problem map:[color=#0000ff]

http://darktreemedia.com/files/dt_deathsp2.zip

[/color]
Re: map change trigger problem Posted by JFry on Sat Jul 10th 2004 at 9:22am
JFry
369 posts
Posted 2004-07-10 9:22am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
You certainly have an interesting way of making levels.. Anyways I can't figure out how to get through it to test it out (even with the rmf!). How do I get the bible/get into the chest once I make the stairs appear (which was some very nice entity use by the way)?
Re: map change trigger problem Posted by Dark Tree on Sat Jul 10th 2004 at 10:15am
Dark Tree
646 posts
Posted 2004-07-10 10:15am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
JFry said:
You certainly have an interesting way of making levels.. Anyways I can't figure out how to get through it to test it out (even with the rmf!). How do I get the bible/get into the chest once I make the stairs appear (which was some very nice entity use by the way)?
(Edit) A lot of this you can bypass by using the noclip feature [for testing purposes] (end edit)

ok. Heres what you do.

Go up the ladder (it is invisible) on the backside of the right pillar on the bottom floor). The ladder is actually always there...the roots come out so you can then see the way up...but if you already know they are there, then you can just jump on and climb up.

Once at the top, push the tree button to your left...then...jimmy your way around that small pillar...there is just enough space on either side to walk or crouch around it..becareful not to fall!...thenthere is another button on the other side of the pillar on the top....press it...

then...you need to jump down onto the torch that is on the wall....there should be a ledge there....walk across it and jump into the window sill.....walk against the window...it will break...

then walk up the stairs and walk through the cracked wall (you should be "outside" the church at this point, walking back in...)

turn on your flashlight

now you are inside another pillar almost directly above the chest we need to blow open....walk through the pillar, and don't fall down through the breakable there...but...just after that, there is a circular piece of cinder you have to jump up and break...you will see some roots to grab on to and pull yourself up through another cinder breakable....you can then access the bible (satchel)...

make your way back down and put the bible next to the lock of the chest and detonate the bible. the chest will blow open...and inside is your sword (crowbar), and the screen will fade...and as it fades, the bottom of the chest will open up, and you will teleport into the white box just outside of the church (only visible in hammer), then you will drop down again and transport to a small mock-area before re-entering dt_death1.bsp again with a trigger_changelevel :smile:
Re: map change trigger problem Posted by crockett on Mon Jul 12th 2004 at 10:06am
crockett
9 posts
Posted 2004-07-12 10:06am
crockett
member
9 posts 31 snarkmarks Registered: Jul 12th 2004 Occupation: Computer technician Location: Darwen,Lancs.England
The easiest way around this problem I find is to group the landmark and the changelevel in map 1 and copy them into map 2,all you have to do then is to enter the name for map 1 in changelevel in map 2.This should work! :smile: