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Codename: Loop
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Codename: Loop
  • Home
  • Mapping Guides
    • J.A.C.K. Setup
    • Custom Campaigns
    • Important Features
    • Keyvalues
  • Entities
    • New Entities
    • Point Entities
      • Items
        • Items
          • item_battery
          • item_healthkit
          • item_sodacan
          • item_longjump
          • item_suit
          • item_generic
        • Weapons
          • weapon_handgrenade
          • weapon_crowbar
          • weapon_crossbow
          • weapon_egon
          • weapon_gauss
          • weapon_glock
          • weapon_hivehand
          • weapon_mp5
          • weapon_revolver
          • weapon_rpg
          • weapon_satchel
          • weapon_shotgun
          • weapon_snark
          • weapon_tripmine
          • weaponbox
        • Ammo
          • ammo_crossbow
          • ammo_glock
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          • ammo_mp5grenades
          • ammo_revolver
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      • Monsters
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          • monster_alien_grunt
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          • monster_bullsquid
          • monster_headcrab
          • monster_houndeye
          • monster_human_assassin
          • monster_human_grunt
          • monster_sentry
          • monster_snark
          • monster_vortigaunt
          • monster_zombie
        • Corpses
          • monster_barney_dead
          • monster_hevsuit_dead
          • monster_hgrunt_dead
          • monster_scientist_dead
        • Others
          • monster_tripmine
          • monster_cockroach
          • monstermaker
      • Others
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          • light_spot
          • light_environment
          • light_dynamic
          • light
          • light_spot_dynamic
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          • gibshooter
          • infodecal
          • worldspawn
        • Sound
          • env_sound
        • Logic
          • trigger_random
        • Display
          • dialogue_entry
          • env_dialogue
          • info_marker
          • game_objective
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  • More
    • Home
    • Mapping Guides
      • J.A.C.K. Setup
      • Custom Campaigns
      • Important Features
      • Keyvalues
    • Entities
      • New Entities
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        • Items
          • Items
            • item_battery
            • item_healthkit
            • item_sodacan
            • item_longjump
            • item_suit
            • item_generic
          • Weapons
            • weapon_handgrenade
            • weapon_crowbar
            • weapon_crossbow
            • weapon_egon
            • weapon_gauss
            • weapon_glock
            • weapon_hivehand
            • weapon_mp5
            • weapon_revolver
            • weapon_rpg
            • weapon_satchel
            • weapon_shotgun
            • weapon_snark
            • weapon_tripmine
            • weaponbox
          • Ammo
            • ammo_crossbow
            • ammo_glock
            • ammo_mp5
            • ammo_mp5grenades
            • ammo_revolver
            • ammo_rpg
            • ammo_shotgun
            • ammo_uranium
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            • monster_gman
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            • monster_sitting_scientist
          • Foes
            • monster_alien_grunt
            • monster_barnacle
            • monster_bullsquid
            • monster_headcrab
            • monster_houndeye
            • monster_human_assassin
            • monster_human_grunt
            • monster_sentry
            • monster_snark
            • monster_vortigaunt
            • monster_zombie
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            • monster_barney_dead
            • monster_hevsuit_dead
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            • env_dialogue
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            • player_weaponstrip
            • game_player_equip
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          • trigger_changelevel
          • trigger_pit

< Go back to Others

game_nextlevel

Entity Type: Point Entity

Category: Others->Others

Info

This entity causes a level transition and shows a custom on-screen message, where a new map is loaded and the player is placed in it. If there's not a next map available then the player is sent to the menu.

Flags

None.

Keyvalues

Change Target (changetarget)

The entity name to be triggered in the next map. Works similar to a trigger_auto.


Delay before change target (changedelay)

Self-explanatory.


Duration (duration)

The amount in seconds it will take to fade out.


Show Message Delay (messagetime)

Delay after triggering this entity to display text.


Message Name (message)

Text to show on screen.


Load Time (loadtime)

Delay after triggering this entity to go to next level. Note that this time is not calculated after the screen finished fading so by setting this value you should consider the fade duration.


Fade Alpha (renderamt)

Self-explanatory.


Fade Color (rendercolor)

Self-explanatory.

I/O Reaction

On Receive Inputs

On | Toggle | Off -> Trigger this entity.


Kill -> Destroy.

Sending Outputs

None.

Thanks to the twhl.info community and Sven Coop Manor page for some of the info.
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