Re: The Evil Trigger_changelevel
Posted by Necromancer on
Sat Aug 13th 2011 at 7:22am
392 posts
1499 snarkmarks
Registered:
May 5th 2008
I have had so much trouble getting the trigger_changelevel to work. I am making (trying) to make a mod. I got everything to work except for the transitions. I looked at numerous tutorials, articles, and prefabs but cannot get it to work. I even used winBSP to see how they were done and I followed every pattern I could see but still nothing! (This is a mod for Opposing Force)
So far this is what I got in trying to copy what I found from winBSP:
Below is a list of the level name, the entity, and the coordinates of each. (Coordinates are calculated from the TOP field of view)
I tried being extremely precise in placement but no luck. I am NOT running this through Hammer.
I am using a different launch method. (Running through Half-Life custom games)
Whenever I enter the trigger_changelevel: It says "Half-Life launcher has encountered a problem and needs to close" This happens everytime.
Similarities that I noticed are in BOLD
of5a4:
Landmark (LM): -1792, -3520
Player Start (PS): -2624, -128
Trigger_changelevel center (TCL): -1920, -3520 (don't think it matters but I'll include it anyway)
of6a1
Landmark: -2624, 3328
Player Start: -2816, 3328
Trigger_changelevel center: -2496, 3264
My Maps
gztest
LM 64, 576
PS -448, 256
TCL: 64, 448
gztest2
LM -448, 256
PS 192, 256
TCL: 64, 512
Thanks for the help. This issue has been troubling me for quite some time. I may be making it more complicated than needed but I have literally tried everything I could think of.
Re: The Evil Trigger_changelevel
Posted by Necromancer on
Sun Nov 6th 2011 at 5:26am
392 posts
1499 snarkmarks
Registered:
May 5th 2008
Just thought that I would let everyone know that I did solve this issue. And everything that is from the post had nothing to do with it. But it is solved now.
Re: The Evil Trigger_changelevel
Posted by Crono on
Sun Nov 6th 2011 at 6:41am
Crono
super admin
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Dec 19th 2003
Location: Oregon, USA
Could you go ahead and post the actual issue and the solution you came up with so we can have it in our database?
Blame it on Microsoft, God does.
Re: The Evil Trigger_changelevel
Posted by Necromancer on
Mon Nov 7th 2011 at 1:07am
392 posts
1499 snarkmarks
Registered:
May 5th 2008
The issue I had was that everytime I tried to test my level changing I spawned outside of the level or stuck in a wall, or I would spawn at the origin of the map and was unable to move or do anything.
The solution was within the placement of the trigger_changelevel field and it worked when I placed the info_landmark close in front of the trigger. And I had the same setup in the destination map. I discovered that you spawn in the destination map relative to where you triggered the info_landmark from in the prior map. So wherever you are at by the landmark in map A that is where you will spawn by the landmark in map B.
Hope that is clear to everyone.
Re: The Evil Trigger_changelevel
Posted by sgtfly on
Mon Nov 7th 2011 at 1:00pm
sgtfly
member
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Registered:
Jan 24th 2005
Occupation: 5 more years of BS and I'm done. WOOHOO!
Location: Batavia,IL USA
Yes, I can see that. The info landmark should be in the exact spot in the next level, or you will spawn no where close to where you should.
In other words you should have the area from the previous map as the spawn point in the next one or very close at least, like in Left 4 dead setups.
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