Func useableladder: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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==Inputs==
==Inputs==
*{{i targetname}}
*{{I Targetname}}
*{{I Parentname}}
*{{I Parentname}}
*'''Enable'''
*'''Enable'''

Revision as of 19:37, 19 January 2009

Template:Wrongtitle Template:Base point

Entity Description

A Half-Life 2 ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.

Note.pngNote:This entity is non-functional in Counter-Strike: Source or Team Fortress 2. Use func_ladder instead.

Template:In code

Keyvalues

<vector> Ladder end point.
  • point1
<vector> Ladder end point.
  • StartDisabled
<choices> Start Disabled.
Literal value Description
0 No
1 Yes

Flags

  • 1 : Fake Ladder

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • Enable
Enable this ladder.
  • Disable
Disable this ladder.

Outputs

Fired whenever a player gets on this ladder. Template:Plcal
  • OnPlayerGotOffLadder
Fired whenever a player gets off this ladder. Template:Plcal