Func ladder (GoldSrc): Difference between revisions
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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, contents set to -16 via game code, and has clipnodes. For example, a func_illusionary with its
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{{ | {{LanguageBar}} | ||
{{TabsBar|main=Func ladder}} | |||
{{CD|CLadder|goldsrc=1}} | |||
{{This is a|brush entity|name=func_ladder|engine=GoldSrc}} | |||
A ladder. Players will be able to freely move along the sides of this brush. | |||
The most common way to build a ladder is to first construct it out of brushes (or | 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.}} | |||
== Keyvalues == | |||
{{Hl1_kv_targetname}} | {{Hl1_kv_targetname}} | ||
== Spawnflags == | |||
{{fl|1|Visible|only={{sohl}}|Render the brush. This is the same as a {{ent|engine=goldsrc|func_illusionary}} with its {{code|skin}} KV set to -16.}} | |||
[[Category:Entities]] | |||
[[Category:Half-Life entities]] | |||
Latest revision as of 07:35, 9 November 2025
| CLadder |
func_ladder is a brush entity available in all
GoldSrc games.
A ladder. Players will be able to freely move along the sides of this brush. 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.
skin KV set to -16 could be used for both the visible brush and the climbable surface.Keyvalues
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
Spawnflags
- Visible : [1] (only in
) - Render the brush. This is the same as a func_illusionary with its
skinKV set to -16.