Func useableladder: Difference between revisions

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{{wrongtitle|title=func_useableladder}}
{{base_point}} It is a [[Half-Life 2]]-style ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.
{{base_point}}


==Entity Description==
{{note|This entity is non-functional in [[Counter-Strike: Source]], [[Left4Dead]] or [[Team Fortress 2]]. Use [[func_ladder]] instead.}} {{wrongtitle|title=func_useableladder}}
A Half-Life 2 ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.


{{note|This entity is non-functional in [[Counter-Strike: Source]], [[Left4Dead]] or [[Team Fortress 2]]. Use [[func_ladder]] instead.}}
== See also ==


*See also [[info_ladder_dismount]] - An entity used to specify ladder auto-dismount points.
* [[info_ladder_dismount]] - An entity used to specify ladder auto-dismount points.
*See also [[ladder_simple]] - A prefab containing a simple ladder setup, [[Working Ladders]] - A wiki tutorial on how to construct ladders - and [http://twhl.co.za/mapvault_map.php?id=3898 A tutorial bsp and map for constructing ladders]
* [[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]


{{in code|class=class_c_func_ladder.html CFuncLadder|file=func__ladder_8cpp-source.html func_ladder.cpp}}
==Keyvalues==


==Keyvalues==
; <code>point0 <[[vector]]></code>
*{{KV Targetname}}
; <code>point1 <vector></code>
*{{KV Parentname}}
: Ladder start/end points.
*'''point0'''
; <code>StartDisabled <[[bool]]</code>
:<vector> Ladder end point.
: Spawn disabled?
*'''point1'''
{{KV Parentname}}
:<vector> Ladder end point.
{{KV Targetname}}
*'''StartDisabled'''
:<choices> Start Disabled.
:{| class=standard-table
! Literal value || Description
|-
| 0 || No
|-
| 1 || Yes
|}


==Flags==
==Flags==
*1 : Fake Ladder
 
* 1 : Fake Ladder


==Inputs==
==Inputs==
*{{I Targetname}}
 
*{{I Parentname}}
; <code>Enable</code>
*'''Enable'''
; <code>Disable</code>
:Enable this ladder.
: Enable/disable the ladder.
*'''Disable'''
{{I Parentname}}
:Disable this ladder.
{{I Targetname}}


==Outputs==
==Outputs==
*{{O Targetname}}
 
*<code>OnPlayerGotOnLadder</code>
; <code>OnPlayerGotOnLadder</code>
:Fired whenever a player gets on this ladder. {{PlCal}}
: Fired whenever a player gets on this ladder. {{PlCal}}
*<code>OnPlayerGotOffLadder'''</code>
; <code>OnPlayerGotOffLadder'''</code>
:Fired whenever a player gets off this ladder.  {{PlCal}}
: Fired whenever a player gets off this ladder.  {{PlCal}}
{{O Targetname}}

Revision as of 15:16, 19 July 2009

Template:Base point 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 non-functional in Counter-Strike: Source, Left4Dead or Team Fortress 2. Use func_ladder instead.

Template:Wrongtitle

See also

Keyvalues

point0 <vector>
point1 <vector>
Ladder start/end points.
StartDisabled <bool
Spawn disabled?
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
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

Flags

  • 1 : Fake Ladder

Inputs

Enable
Disable
Enable/disable the ladder.
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.


Outputs

OnPlayerGotOnLadder
Fired whenever a player gets on this ladder. Template:PlCal
OnPlayerGotOffLadder
Fired whenever a player gets off this ladder. Template:PlCal