-SOLVED- [Help] About Level transitions.
Quote from Sejievan on November 24, 2014, 9:28 amHi, i'm adapting some old maps to create a mod, problem is, i'm having some trouble to create the transitions to make the change level, i tried all that i could find in google.. like, Trigger_changelevel, Point_changelevel, landmark stuff, i tried the stuff at valve developer and on some stuff in searches here, nothing worked 100%, i'm certainly doing something wrong.. but i don't know what exactly...
Here some specific things that i'm having problem.
-I'm not using the elevator instances in some maps since they end/start in corridors.
-In the fist 2 maps i have a elevator, but like i said it's not a instance one so the default transition instance i couldn't manage to get working.
-I want to use the loading screens, not just a point_clientcommand with the "map" commandIf someone could give some help i would be really grateful
Hi, i'm adapting some old maps to create a mod, problem is, i'm having some trouble to create the transitions to make the change level, i tried all that i could find in google.. like, Trigger_changelevel, Point_changelevel, landmark stuff, i tried the stuff at valve developer and on some stuff in searches here, nothing worked 100%, i'm certainly doing something wrong.. but i don't know what exactly...
Here some specific things that i'm having problem.
-I'm not using the elevator instances in some maps since they end/start in corridors.
-In the fist 2 maps i have a elevator, but like i said it's not a instance one so the default transition instance i couldn't manage to get working.
-I want to use the loading screens, not just a point_clientcommand with the "map" command
If someone could give some help i would be really grateful
Quote from CamBen on November 24, 2014, 4:35 pmHow is it not working? Is it changing the level without saving your position? Is it not changing the level at all? Are physics objects not being carried over?
How is it not working? Is it changing the level without saving your position? Is it not changing the level at all? Are physics objects not being carried over?
Aperture Science: We do our science asbestos we can!
Quote from Sejievan on November 24, 2014, 5:26 pmCamBen wrote:How is it not working? Is it changing the level without saving your position? Is it not changing the level at all? Are physics objects not being carried over?Using a modified transition script (just the map list was modified, the rest is default), i had this exact problems dude, the level changes but no loading screen, just black, and when the next one loads i don't spawn in the info_player_start. (i tried with and without landmarks).
Using a modified transition script (just the map list was modified, the rest is default), i had this exact problems dude, the level changes but no loading screen, just black, and when the next one loads i don't spawn in the info_player_start. (i tried with and without landmarks).
Quote from CamBen on November 25, 2014, 1:09 pmI suggest decompiling valve's maps to see how they did it, I think there are some sp_a2 that don't use an elevator
I suggest decompiling valve's maps to see how they did it, I think there are some sp_a2 that don't use an elevator
Aperture Science: We do our science asbestos we can!
Quote from RustyDios on November 25, 2014, 3:17 pmAre you spawning in the same spot each time the new map loads?
If so a small workaround could be to have the map "black out" (possibly by an env_fade) then have a small trigger_teleport (once_only, remove on fire, onteleported !self kill) with the destination set to the place where the player is suppose to be, then fade the new level in.I think you can also use a point_clientcommand with the changelevel command to bring up the standard loading screens... ..
Are you spawning in the same spot each time the new map loads?
If so a small workaround could be to have the map "black out" (possibly by an env_fade) then have a small trigger_teleport (once_only, remove on fire, onteleported !self kill) with the destination set to the place where the player is suppose to be, then fade the new level in.
I think you can also use a point_clientcommand with the changelevel command to bring up the standard loading screens... ..
Quote from Sejievan on November 25, 2014, 7:56 pmI tried the point_clientcommand but just gives me the black screen on the transition, with the modified transition script too, black screen and it spawn me in the same spot over and over, not the info player start though ( so i will try what you suggested when i get in home ), and with the sp_elevator_motifs just says that didin't found the level.
I tried the point_clientcommand but just gives me the black screen on the transition, with the modified transition script too, black screen and it spawn me in the same spot over and over, not the info player start though ( so i will try what you suggested when i get in home ), and with the sp_elevator_motifs just says that didin't found the level.
Quote from josepezdj on November 26, 2014, 9:07 amI think that you are losing the player track because of a missing I/O or entity; your player is surely imprisoned in one of those little black rooms inside the arrival_departure_transition_ents.VMF instance.
I'd suggest you to use the console command developer 2 to check out the entities' I/O messages on screen and detect any possible issue.
On the other hand, I'd suggest you to simply dismiss Valve's transition scripts and make your own system like for example:
- Use a trigger_changelevel in your first map where you want the player to trigger it to transition to the 2nd map.
- Set up the trigger_changelevel up by putting in the "Landmark Name" property the name of an info_landmark entity placed inside your 2nd map (or an elevator or whatever other place) and put also the 2nd map name in the "New Map Name" property.
I think that should work.
I think that you are losing the player track because of a missing I/O or entity; your player is surely imprisoned in one of those little black rooms inside the arrival_departure_transition_ents.VMF instance.
I'd suggest you to use the console command developer 2 to check out the entities' I/O messages on screen and detect any possible issue.
On the other hand, I'd suggest you to simply dismiss Valve's transition scripts and make your own system like for example:
- Use a trigger_changelevel in your first map where you want the player to trigger it to transition to the 2nd map.
- Set up the trigger_changelevel up by putting in the "Landmark Name" property the name of an info_landmark entity placed inside your 2nd map (or an elevator or whatever other place) and put also the 2nd map name in the "New Map Name" property.
I think that should work.
Quote from Sejievan on November 26, 2014, 11:32 pmjosepezdj wrote:I think that you are losing the player track because of a missing I/O or entity; your player is surely imprisoned in one of those little black rooms inside the arrival_departure_transition_ents.VMF instance.I'd suggest you to use the console command developer 2 to check out the entities' I/O messages on screen and detect any possible issue.
On the other hand, I'd suggest you to simply dismiss Valve's transition scripts and make your own system like for example:
- Use a trigger_changelevel in your first map where you want the player to trigger it to transition to the 2nd map.
- Set up the trigger_changelevel up by putting in the "Landmark Name" property the name of an info_landmark entity placed inside your 2nd map (or an elevator or whatever other place) and put also the 2nd map name in the "New Map Name" property.
I think that should work.
It worked dude thx, =D i wasn't using the arrival_departure_transition_ents, so i tried again the trigger_changelevel, in my noobness i placed the landmark only on the 2nd map XD, when i fixed that (and did some workaround in the first map with your and RustyDios suggestion's) i finally managed to got the transition, with loadscreen and all, thx again dudes, you're all awesome people
I'd suggest you to use the console command developer 2 to check out the entities' I/O messages on screen and detect any possible issue.
On the other hand, I'd suggest you to simply dismiss Valve's transition scripts and make your own system like for example:
- Use a trigger_changelevel in your first map where you want the player to trigger it to transition to the 2nd map.
- Set up the trigger_changelevel up by putting in the "Landmark Name" property the name of an info_landmark entity placed inside your 2nd map (or an elevator or whatever other place) and put also the 2nd map name in the "New Map Name" property.
I think that should work.
It worked dude thx, =D i wasn't using the arrival_departure_transition_ents, so i tried again the trigger_changelevel, in my noobness i placed the landmark only on the 2nd map XD, when i fixed that (and did some workaround in the first map with your and RustyDios suggestion's) i finally managed to got the transition, with loadscreen and all, thx again dudes, you're all awesome people