Func useableladder: Difference between revisions
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Note:This entity is functional only in
Half-Life 2 series and
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).
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 | {{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 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}} | |||
==Flags== | == 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.
![]() |
---|
CFuncLadder |
![]() |
It is a Half-Life 2-style ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.





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.
parentname
ortarget
).
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 the
Enable
input).
Flags
- Fake Ladder : [1]
- Ladder serving for mount check which still fires the
OnPlayerGotOnLadder
output but won't actually put the player on the ladder Example:Used in
d2_coast_04
for the ladder leading to operable crane and usesOnPlayerGotOnLadder
output 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