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Func ladder (GoldSrc): Difference between revisions

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{{lang|Func ladder (GoldSrc)}}
{{LanguageBar}}
{{EntityTabs|func_ladder|main=source|goldsrc=1|source=1}}
{{TabsBar|main=Func ladder}}
{{This is a|name=func_ladder|engine=gldsrc|e2}} A ladder. Players will be able to freely move along this brush, as if it was a ladder.  
{{CD|CLadder|goldsrc=1}}
The most common way to build a ladder is to first construct it out of brushes (or an masked-textured brush) and then place the ''func_ladder'' over it. Only the brush construction will be visible in the game.
{{This is a|brush entity|name=func_ladder|engine=GoldSrc}}
 
A ladder. Players will be able to freely move along this brush, as if it was a ladder.  
The most common way to build a ladder is to first construct it out of brushes (or a masked-textured brush) and then place the ''func_ladder'' over it. Only the brush construction will be visible in the game.
 
{{Important|A ladder ''must'' be a convex shape, or else interaction will be buggy. If it is necessary to make a concave ladder, it must be split into multiple entities.}}
{{tip|Any brush entity can be a ladder as long as it has collisions set to SOLID_NOT, [[BSP flags (Quake and GoldSrc)|contents]] set to -16 via game code, and has [[clipnodes]]. For example, a {{ent|engine=goldsrc|func_illusionary}} with its {{code|skin}} KV set to -16 could be used for both the visible brush and the climbable surface.}}


==Key Values==
==Key Values==
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[[Category:Entities]]
[[Category:Entities]]
[[Category:Half-Life Entities]]
[[Category:Half-Life entities]]

Latest revision as of 11:03, 2 May 2025

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C++ Class hierarchy
CLadder
CBaseTrigger
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ triggers.cpp

func_ladder is a brush entity available in all GoldSrc GoldSrc games.

A ladder. Players will be able to freely move along this brush, as if it was a ladder. The most common way to build a ladder is to first construct it out of brushes (or a masked-textured brush) and then place the func_ladder over it. Only the brush construction will be visible in the game.

Icon-Important.pngImportant:A ladder must be a convex shape, or else interaction will be buggy. If it is necessary to make a concave ladder, it must be split into multiple entities.
Tip.pngTip:Any brush entity can be a ladder as long as it has collisions set to SOLID_NOT, contents set to -16 via game code, and has clipnodes. For example, a func_illusionary with its skin KV set to -16 could be used for both the visible brush and the climbable surface.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.