Level Change
But, the areas change rotation. In map 1 you enter an elevator from the east, then you exit north in map 2. Because of the rotation, I'm being dropped out of the world.. is there a way to have it rotate directions or something? so that I spawn inside where I'm supposed to be?
Or do the parts of the map have to match perfectly? even if I rotate the landmark and trigger_changelevel?
Also, if you're falling through the world, be sure your landmarks are in exactly the same place relative to the elevator shaft in both levels.
Syon wrote:
was rotating an entire level to get the elevators to match (select all -> transform -> rotate on z axis -> fix all the doors in the level to open the right direction.
Waaaauuuughhh!!! don't do that!
make sure all your brushes are aligned to the grid! something could throw your brushes off grid and create lots of problems! and rotating everything doesnt always rotate the angles of entities, so you may have to (or have had to) rotate your entities. just be careful
Yeah, I'm going to have to move the elevator. if I tried to rotate my entire map, I'd have to go around fixing a LOT of stuff. I know in map 2 this wont be too much work, but I havent looked in map 3 yet.
Now I've got a NEW problem. My elevator is within the trigger_changelevel and is being transferred to the next map WITH me. but its not tied to the elevator in the next map, so its getting me stuck. what the hell!?
....
oh god. I just took a look at the demo map, and they have the entire elevator surrounded by a trigger_transition.... meaning they transfer all the freaking entities to the next map...
Is it not f'ing possible to transfer JUST the player?!? if so, how?
Also you HAVE to have a change level brush in your map even if you don't want the player to change maps.
Mapster wrote:
Remember to make the landmark names EXACLY the same, including capitals, _'s and so on.
Also you HAVE to have a change level brush in your map even if you don't want the player to change maps.
all the names are correct. I have a change level brush in both maps, I even tried moving it up above the elevator into empty space, and it still takes the player, and everything else.
You may not be able only transfer the player to the next level. I was thinking you might be able to use a trigger_transition to surround only the player, but that depends how a trigger_transition selects entitys (is it based on an entitys origin, or whether it's completely inside the trigger, or whether it's partially inside the trigger? not sure.)
Honestly, I would try to set it up as much like the demo level as posible. It takes a bit of work, but once it's done you can pretty much just copy -> paste for future work.
Interitus wrote:
all the names are correct. I have a change level brush in both maps, I even tried moving it up above the elevator into empty space, and it still takes the player, and everything else.
Oh, perhaps you tried moving the landmark's origin instead of the actual entity, make sure that you did this correctly.
Is there a good elevator prefab out there that hasnt been ripped from the official maps, and works on map transitions? I'm getting really frustrated with this.
I might just get rid of the actual moving elevators.... have them make the sound, but not actually move... could simplify things...
Edit: Ok, I have somehow miraculously fixed it. I think what happened was that the elevator stuff didnt have the same names, so they were duplicating, but haveing a global entity name was messing it up. I got rid of the global name, but have the props named the same, and it seems to work....
On the start map, I have a non-moving elevator, and I've given the door and the elevator body props names, as well as global entity names. On the next map, I have a working elevator. The doors and body have the same names as the start map props, but no global entity names. I've got the trigger_levelchange as a cube above the elevators.
The buggy part, is that I seem to get stuck in the elevator when i get to the new map. Partly clipping in the elevator. I seem to get pushed out after a little bit, and I can kinda move myself out.
The placement of everything seems to be correct, equal distances and such. Any ideas?
Also, at the start of each map I have a portal gun spawned where the player is, but if the player comes from an earlier map, I'm not always in the right spot to pick it up again, so it'll drop to the floor. Anyway to prevent it from showing if its already equipped?
Interitus wrote:
Also, at the start of each map I have a portal gun spawned where the player is, but if the player comes from an earlier map, I'm not always in the right spot to pick it up again, so it'll drop to the floor. Anyway to prevent it from showing if its already equipped?
Doesn't trigger_levelchange bring your weapons with you?
If so, you wouldn't need to put a portal gun on every level except for testing, and impulse 101 could take care of that.
Create a weapon_portalgun. Name it something, like ASPHD.
Now, create a logic_auto. Give it one output: OnMapTransition, ASPHD, Kill.
Now, when you transition to the map, it won't be there, but if you start at the map, it will.
and maybe with some use of global entity names, either remove it or conditionally spawn it based on whether the player already acquired one or not on a previous level