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Changelevel to mp_coop_lobby_2

I copy this room( http://img69.imageshack.us/img69/4615/26580152.png ) from valve maps, but when we completed a map, there is an infinite loading =|
How I can change level to the mine? :?:
Maybe here?
http://img200.imageshack.us/img200/6927/79763783.png
http://img848.imageshack.us/img848/3228/84997885.png

I think there is a parameter for the the instance that allows you to change the level. Something like $trigger_this_to_change_level. I haven't actually tryed it though.

Hi, I want to finish my co-op map. I used instance, but I have same problem: infinite loading. I looked into the .vmf too and I think they are using scripts. But for Mapping Contest, we can't use any custom content. So how did you make that? Is better to use point_clientcommand? Or are there any other ways?

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I posted a similar answer in another thread:

ChickenMobile wrote:
$LevelCompleteRelay would be a custom relay you will make to change the level of your map (i.e. a relay that points to a point_servercommand that has inputs: "OnTrigger point_servercommand command "changelevel mp_coop_lobby_2"). It could also be used to execute other commands once the loading movie has appeared. Though I don't see anything else you can execute at the loading screen.

$trigger_this_to_change_level I think does nothing as I could not find this parameter in any entity within the coop end level instances. This could have been Valve's intention to create an easy way to change levels.

$DoorNameOutsideHallway in the example coop map 'doors' is transition_door_1. However there is no entity (in the instances or in the level) named that. I would ignore this value until we know more about it.

$DoorNameInsideHallway This would be your door that is before your exit (otherwise known as @exit_door).

Remember to use a point_servercommand, not a point_clientcommand to change the map level. Sometimes it takes a little while for it to trigger the relay, making the robots wait in the disassembles before the cut-scene. This is probably a script that has been executed by the spawning instance. I'm not entirely sure but I could make a custom instance to remove the wait.

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