Func useableladder: Difference between revisions
Jump to navigation
Jump to search

Note:This entity is non-functional in
Counter-Strike: Source and 
Left 4 Dead series. Use func_ladder instead.
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. [todo tested in ?]
SirYodaJedi (talk | contribs) m (→Keyvalues) |
(-added class hierarchy, cleanup) |
||
Line 1: | Line 1: | ||
{{langsp}} | {{langsp}} | ||
{{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 | {{note|This entity is non-functional in {{css|4}} and {{l4ds|4}}. Use [[func_ladder]] instead.}} | ||
{{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== | |||
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. | |||
[[File:Ladder1.jpg|left|150px|thumb|Usable ladder has a gap between itself and brush.]] | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Start|intn=point0|vector|Ladder start point}} | {{KV|Start|intn=point0|vector|Ladder start point}} | ||
{{KV|End|intn=point1|vector|Ladder end point}} | {{KV|End|intn=point1|vector|Ladder end point}} | ||
{{KV|Surface properties|intn=ladderSurfaceProperties|string}} | |||
{{KV|Start Disabled|intn=StartDisabled|boolean|Should the ladder spawn disabled ? Default value is 0}} | {{KV|Start Disabled|intn=StartDisabled|boolean|Should the ladder spawn disabled ? Default value is 0}} | ||
:*0: No | :*0: No | ||
:*1: Yes | :*1: Yes | ||
==Flags== | ==Flags== | ||
{{fl|1|Fake Ladder}} | |||
==Inputs== | ==Inputs== | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
==Outputs== | ==Outputs== | ||
{{IO|OnPlayerGotOnLadder|Fired whenever a player gets on this ladder. {{PlCal}}}} | {{IO|OnPlayerGotOnLadder|Fired whenever a player gets on this ladder. {{PlCal}}}} | ||
{{IO|OnPlayerGotOffLadder|Fired whenever a player gets off this ladder. {{PlCal}}}} | {{IO|OnPlayerGotOffLadder|Fired whenever a player gets off this ladder. {{PlCal}}}} | ||
== See also == | == See also == | ||
* | * {{ent|info_ladder_dismount}} - An entity used to specify ladder auto-dismount points. | ||
* [[ladder_simple]] - A prefab containing a simple ladder setup | * [[ladder_simple]] - A prefab containing a simple ladder setup | ||
* [[Working Ladders]] - A wiki tutorial on how to construct ladders | * [[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] | * [http://twhl.co.za/mapvault_map.php?id=3898 A tutorial bsp and map for constructing ladders] |
Revision as of 22:01, 29 June 2024


![]() |
---|
CFuncLadder |
![]() |
It is a Half-Life 2-style ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.





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.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start (point0) <vector>
- Ladder start point
- End (point1) <vector>
- Ladder end point
- Surface properties (ladderSurfaceProperties) <string>
- Start Disabled (StartDisabled) <boolean>
- Should the ladder spawn disabled ? Default value is 0
- 0: No
- 1: Yes
Flags
- Fake Ladder : [1]
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnPlayerGotOnLadder
- Fired whenever a player gets on this ladder. Template:PlCal
- OnPlayerGotOffLadder
- Fired whenever a player gets off this ladder. Template:PlCal
See also
- info_ladder_dismount - An entity used to specify ladder auto-dismount points.
- ladder_simple - A prefab containing a simple ladder setup
- Working Ladders - A wiki tutorial on how to construct ladders
- A tutorial bsp and map for constructing ladders