-SOLVED- [Help] About Level transitions.
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 
CamBen 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).
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... ..
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'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:
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Use a trigger_changelevel in your first map where you want the player to trigger it to transition to the 2nd map.
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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.
josepezdj 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
