Difference between revisions of "Trigger changelevel"

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m (Additional note)
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{{Entity_keyvalue|Player take inventory to new map|keep_inventory|If set to "Yes", player's ammo, armor and weapons are carried to target map.}}
 
{{Entity_keyvalue|Player take inventory to new map|keep_inventory|If set to "Yes", player's ammo, armor and weapons are carried to target map.}}
 
{{Entity_keyvalue|Percentage of players needed|percent_of_players|Percentage of total amount of players needed to reach this point in order for level change.
 
{{Entity_keyvalue|Percentage of players needed|percent_of_players|Percentage of total amount of players needed to reach this point in order for level change.
 
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<br>
Inventory Rules, InventoryRules @BaseClass:
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<br>
List of inventory-related keyvalues used with item_inventory entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won't work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:"Inventory: Need item(s)", item_name_required : Item(s) (names separated by spaces) required to use this entity. 
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'''Inventory Rules, InventoryRules @BaseClass:'''
Refers to "Item name" value of item_inventory.}}
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<br>
 +
List of inventory-related keyvalues used with item_inventory entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won't work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:
 +
{{Entity_keyvalue|Inventory: Need item(s)| item_name_required|Item(s) (names separated by spaces) required to use this entity. Refers to "Item name" value of item_inventory.}}
 
{{Entity_keyvalue|Inventory: Need item(s) from group(s)|item_group_required|Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to "Item group name" value of item_inventory.}}
 
{{Entity_keyvalue|Inventory: Need item(s) from group(s)|item_group_required|Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to "Item group name" value of item_inventory.}}
 
{{Entity_keyvalue|Inventory: Item count in group need have|item_group_required_num|Minimal number of items, that belong 
 
{{Entity_keyvalue|Inventory: Item count in group need have|item_group_required_num|Minimal number of items, that belong 
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== Notes ==
 
== Notes ==
 
Using the map cfg CVar <code>nomaptrans</code> followed by a map name will disable any trigger_changelevel entities with a matching <code>map</code> value, becoming solid walls that will block players.
 
Using the map cfg CVar <code>nomaptrans</code> followed by a map name will disable any trigger_changelevel entities with a matching <code>map</code> value, becoming solid walls that will block players.
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 +
== Issues ==
 +
"Percentage of players needed" feature only counts players currently touching the trigger_changelevel, i.e. players that have touched and no longer touching will not be counted.
 
== Changes ==
 
== Changes ==
  

Revision as of 01:49, 18 March 2023

trigger_changelevel
Type

brush

Status

supported

 


Entity which causes a level-change when entered, without showing up a scoreboard. Scores are not transferred. Can be set to only react to direct triggering with the "Use Only" flag checked.

1 Keyvalues

New map name : map

Name of the map to switch to.

Master : master

Put the name of a multisource entity to lock this trigger_changelevel.

Player take inventory to new map : keep_inventory

If set to "Yes", player's ammo, armor and weapons are carried to target map.

{{Entity_keyvalue|Percentage of players needed|percent_of_players|Percentage of total amount of players needed to reach this point in order for level change.

Inventory Rules, InventoryRules @BaseClass:
List of inventory-related keyvalues used with item_inventory entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won't work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions: Inventory: Need item(s) :  item_name_required

Item(s) (names separated by spaces) required to use this entity. Refers to "Item name" value of item_inventory.

Inventory: Need item(s) from group(s) : item_group_required

Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to "Item group name" value of item_inventory.

Inventory: Item count in group need have : item_group_required_num

Minimal number of items, that belong  to specified group, required to use this entity. Use with "Inventory: Need item(s) from group(s)" keyvalue. Value of '0' means that all items from current group are required.

Inventory: CAN'T have item : item_name_canthave

Items in player inventory that will fail the test, and disallow usage  of this entity. Refers to "Item name" value of item_inventory.

Inventory: CAN'T have item from group : item_group_canthave

Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to "Item group name" value of item_inventory.

Inventory: Item count in group CAN'T have : item_group_canthave_num

Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to "Item group name"  value of item_inventory. Value of '0' means no single item from current group should be equipped to pass the test.

On pass: Ignore item's on use triggers? : pass_ignore_use_triggers

If set to 'Yes' item's trigger targets from 'Target: On use (by trigger)' will not be fired when item is used by this entity.

On pass: Drop item(s) : pass_drop_item_name

Items to force-drop when the test result is positive, and entity is used successfully. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

On pass: Drop item(s) from group(s) : pass_drop_item_group

Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped.  Refers to "Item group name" value of item_inventory. Multiple item names are separated by spaces.

On pass: Ignore item's on drop triggers? : pass_ignore_drop_triggers

If set to 'Yes' item's trigger targets from 'Target: On drop' will not be fired when item is dropped by this entity with 'Drop items(s)' events above.

On pass: Return item(s) : pass_return_item_name

Items to return to their starting positions when test result is positive. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

On pass: Return item(s) from group(s) : pass_return_item_group

Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to "Item group name" value of item_inventory. Multiple group names are separated by spaces.

On pass: Ignore item's on return triggers? : pass_ignore_return_triggers

If set to 'Yes' item's trigger targets from 'Target: On return' will not be fired when item is returned by this entity with 'Return items(s)' events above.

On pass: Destroy item(s) : pass_destroy_item_name

Items to remove when test result is positive. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

On pass: Destroy item(s) from group(s) : pass_destroy_item_group

Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to "Item group name" value  of item_inventory. Multiple group names are separated by spaces.

On pass: Ignore item's on destroy triggers? : pass_ignore_destroy_triggers

If set to 'Yes' item's trigger targets from 'Target: On Destroy' will not be fired when item is destroyed by this entity with 'Destroy items(s)' events above.

Target: Inventory rules failed : target_on_fail

Entity to trigger whenever test result is negative.

2 Flags

2 : USE Only

Cause trigger_changelevel to work like point entity, which means it need to be triggered to perform map change.

4 : No CVAR Override

Do not override CVARs of destination map.

3 Notes

Using the map cfg CVar nomaptrans followed by a map name will disable any trigger_changelevel entities with a matching map value, becoming solid walls that will block players.

4 Issues

"Percentage of players needed" feature only counts players currently touching the trigger_changelevel, i.e. players that have touched and no longer touching will not be counted.

5 Changes

5.0 Steam Release: Added 'Inventory Rules', 'Percentage of players needed' and 'Player take inventory to new map' keyvalues.