This article's documentation is for anything that uses the Source engine. Click here for more information.

Func useableladder: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(-added class hierarchy, cleanup)
No edit summary
 
(15 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{langsp}}
{{LanguageBar}}
{{This is a|point entity|name=func_useableladder}}
{{CD|CFuncLadder|file1=1}}
{{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.
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 non-functional in {{css|4}} and {{l4ds|4}}. Use [[func_ladder]] instead.}}
{{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.}}
{{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==
==Issues==
You should be sure, that ladder is not in contact with your brush if y using it for ladder representation, otherwise it won't work.
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|left|150px|thumb|Usable ladder has a gap between itself and brush.]]
[[File:Ladder1.jpg|right|150px|thumb|Usable ladder has a gap between itself and brush.]]


==Keyvalues==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
{{KV|Start|intn=point0|vector|Ladder start point}}
{{KV|Start|intn=point0|vec3|Ladder start point}}
{{KV|End|intn=point1|vector|Ladder end point}}
{{KV|End|intn=point1|vec3|Ladder end point}}
{{KV|Surface properties|intn=ladderSurfaceProperties|string}}
{{KV|Surface properties|intn=ladderSurfaceProperties|string}}
{{KV|Start Disabled|intn=StartDisabled|boolean|Should the ladder spawn disabled ? Default value is 0}}
{{KV EnableDisable}}
:*0: No
:*1: Yes


==Flags==
== Flags ==
{{fl|1|Fake Ladder}}
{{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==
== Inputs ==
{{I EnableDisable}}
{{I EnableDisable}}


==Outputs==
== Outputs ==
{{IO|OnPlayerGotOnLadder|Fired whenever a player gets on this ladder. {{PlCal}}}}
{{O|OnPlayerGotOnLadder|activator = this entity|caller=player that got on ladder|Fired whenever a player gets on this ladder.}}
{{IO|OnPlayerGotOffLadder|Fired whenever a player gets off this ladder. {{PlCal}}}}
{{O|OnPlayerGotOffLadder|activator = this entity|caller=player that got on ladder|Fired whenever a player gets off this ladder.}}


== See also ==
== See also ==

Latest revision as of 13:06, 4 May 2025

English (en)Translate (Translate)

func_useableladder is a point entity available in all Source Source games.

C++ Class hierarchy
CFuncLadder
CBaseEntity
C++ 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.pngNote:This entity is functional only in Half-Life 2 series Half-Life 2 series and Portal Portal. See Working ladders for other games.
Warning.pngRisk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).
Icon-Bug.pngBug: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.

Usable ladder has a gap between itself and brush.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 OnPlayerGotOnLadder output but won't actually put the player on the ladder
PlacementTip.pngExample:Used in Half-Life 2 d2_coast_04 for the ladder leading to operable crane and uses OnPlayerGotOnLadder 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