Func useableladder: Difference between revisions
		
		
		
		
		
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 Note:This entity is functional only in
Note:This entity is functional only in  Half-Life 2 series and
 Half-Life 2 series and  Portal. See Working ladders for other games.
 Portal. See Working ladders for other games.
 Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).
Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).  
 Bug:There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.  [todo tested in ?]
Bug:There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.  [todo tested in ?]
		
	
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| {{ | {{LanguageBar}} | ||
| {{ | {{This is a|point entity|name=func_useableladder}} | ||
| {{CD|CFuncLadder|file1=1}} | |||
| It is a [[Half-Life 2]]-style [[ladder]]. Handles player auto mount/unmount, as well as +use to get onto the ladder. | |||
| {{note|This entity is functional only in {{hl2series|4}} and {{portal|4}}. See [[Working ladders]] for other games.}} | |||
| {{func point ent}} | |||
| {{bug|There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.}} | |||
| ==Issues== | |||
| You should be sure, that ladder is not in contact with your brush if using it for ladder representation, otherwise it won't work. | |||
| [[File:Ladder1.jpg|right|150px|thumb|Usable ladder has a gap between itself and brush.]] | |||
| == Keyvalues == | |||
| {{KV Targetname}} | |||
| {{KV|Start|intn=point0|vec3|Ladder start point}} | |||
| {{KV|End|intn=point1|vec3|Ladder end point}} | |||
| {{KV|Surface properties|intn=ladderSurfaceProperties|string}} | |||
| {{KV EnableDisable}} | |||
| {{in code | == Flags == | ||
| {{fl|1|Fake Ladder|Ladder serving for mount check which still fires the <code>OnPlayerGotOnLadder</code> output but won't actually put the player on the ladder | |||
| :{{example|Used in {{hl2}} <code>[[d2_coast_04]]</code> for the ladder leading to operable crane and uses <code>OnPlayerGotOnLadder</code> output to put player inside the crane}}}} | |||
| == | == Inputs == | ||
| {{I EnableDisable}} | |||
| == | == Outputs == | ||
| {{O|OnPlayerGotOnLadder|activator = this entity|caller=player that got on ladder|Fired whenever a player gets on this ladder.}} | |||
| {{O|OnPlayerGotOffLadder|activator = this entity|caller=player that got on ladder|Fired whenever a player gets off this ladder.}} | |||
| == | == See also == | ||
| *{{ | * {{ent|info_ladder_dismount}} - An entity used to specify ladder auto-dismount points. | ||
| * [[ladder_simple]] - A prefab containing a simple ladder setup | |||
| * [[Working Ladders]] - A wiki tutorial on how to construct ladders | |||
| * [http://twhl.co.za/mapvault_map.php?id=3898 A tutorial bsp and map for constructing ladders] | |||
| * | |||
| * | |||
| * | |||
Latest revision as of 13:06, 4 May 2025

 
func_useableladder  is a   point entity  available in all  Source games.
 Source games.
|  Class hierarchy | 
|---|
| CFuncLadder | 
|  func_ladder.cpp | 
It is a Half-Life 2-style ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.
 Note:This entity is functional only in
Note:This entity is functional only in  Half-Life 2 series and
 Half-Life 2 series and  Portal. See Working ladders for other games.
 Portal. See Working ladders for other games. Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).
Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).   Bug:There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.  [todo tested in ?]
Bug:There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.  [todo tested in ?]Issues
You should be sure, that ladder is not in contact with your brush if using it for ladder representation, otherwise it won't work.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start (point0) <vector3>
- Ladder start point
- End (point1) <vector3>
- Ladder end point
- Surface properties (ladderSurfaceProperties) <string>
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with theEnableinput).
Flags
- Fake Ladder : [1]
- Ladder serving for mount check which still fires the OnPlayerGotOnLadderoutput but won't actually put the player on the ladder
 Example:Used in Example:Used in  - d2_coast_04for the ladder leading to operable crane and uses- OnPlayerGotOnLadderoutput to put player inside the crane
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnPlayerGotOnLadder
- !activator = this entity
 !caller = player that got on ladder
 Fired whenever a player gets on this ladder.
- OnPlayerGotOffLadder
- !activator = this entity
 !caller = player that got on ladder
 Fired whenever a player gets off this ladder.
See also
- info_ladder_dismount - An entity used to specify ladder auto-dismount points.
- ladder_simple - A prefab containing a simple ladder setup
- Working Ladders - A wiki tutorial on how to construct ladders
- A tutorial bsp and map for constructing ladders

























