RtCW SP end / change map trigger

What we're talking about here is the 'walk-able' "Exit" trigger at the end of a level (this is shown by an 'exit' sign (text) middle bottom of the screen in game with a 'health bar' below that), the one you're able to walk into for a couple of paces whilst the "Exit" message appears and before the next level loads - normally this is a 'fixed' trigger, like any other, that loads the new level / map as soon as it's activated.

The End ^

The "Exit" trigger is another one of those undocumented 'commands' that's hardwired into the game program itself so the properties and setup isn't documented as with other entities.

RtCW endmap trigger

Setting up the "endmap" trigger in GtkRadiant ( from "escape1" sample map)

To get this to work properly you need 2 trigger fields, one directly behind the other (when using an entity chain and not using a triggered script). The first is a func_inv_user with key/value pair of;

cursorhint / hint_exit

Targeted at the second one behind it (don't know if you need to do this atm). This trigger field sets the 'thickness' or the 'distance' into which a player can walk before hitting the 2nd trigger directly behind so you can make it a lot thicker... The second is a 'normal' trigger field; trigger_once, trigger_multiple or ai_trigger. This is the actual trigger that makes the call to change the map. Keep in mind it'll need a key/value of;

wait / [time value]

Otherwise it'll trigger once only and the player won't be able to get out of the map - in the case of missing an objective and going back for it on returning to exit the trigger will have been fired previously. This second trigger also needs to be the one that points to your 'changelevel' call in the script file

player
{

     spawn
     {
     }

     trigger endmap
     {
           changelevel mapname persistant
     }

}

Note the word 'endmap', this is very important as that's the 'hardwired' command which makes the exit trigger behave correctly - without it you don't see the exit 'health' indicator and the trigger itself won't work properly - you need to have 'endmap' as your script_trigger; once you've targeted the in game trigger field at this you'll find you have a nice blue health bar on walking into the exit trigger... (it goes red if an objective is still left incomplete). Done.

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