Working ladders (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Created page with "{{tabsBar|main=gs2|base=Working ladders}} {{stub}} Ladders in {{goldsrc|2}} are traditionally made using two entities: * a {{ent|func_illusionary|engine=goldsrc}} with {{code|rendermode}} 4 and {{code|renderamt}} 255, for the visual representation of the ladder (usually with a clip brush around it if it isn't up next to a wall), and * a {{ent|func_ladder|engine=goldsrc}}, for the climbable surface itself. Ladders do not need to use func_ladder, however. Any SOLID...")
 
No edit summary
 
Line 5: Line 5:
* a {{ent|func_ladder|engine=goldsrc}}, for the climbable surface itself.
* a {{ent|func_ladder|engine=goldsrc}}, for the climbable surface itself.


Ladders do not need to use func_ladder, however. Any [[SOLID_NOT]] entity with [[clipnodes]] can be made climbable. By setting the {{code|skin}} KV to {{code|-16}}, the func_illusionary itself can be climbed! Do note, however, that ladders shouldn't have more than one brush per entity, as multiple brushes will cause unpredictable results.
Ladders do not need to use func_ladder, however. Any [[SOLID_NOT]] entity with [[clipnodes]] can be made climbable. By setting the {{code|skin}} KV to {{code|-16}}, the func_illusionary itself can be climbed, saving an [[edict]]! Do note, however, that ladders shouldn't have more than one brush per entity, as multiple brushes will cause unpredictable results.

Latest revision as of 07:02, 12 March 2025

Stub

This article or section is a stub. You can help by expanding it.

Ladders in GoldSrc GoldSrc are traditionally made using two entities:

  • a func_illusionary with rendermode 4 and renderamt 255, for the visual representation of the ladder (usually with a clip brush around it if it isn't up next to a wall), and
  • a func_ladder, for the climbable surface itself.

Ladders do not need to use func_ladder, however. Any SOLID_NOT entity with clipnodes can be made climbable. By setting the skin KV to -16, the func_illusionary itself can be climbed, saving an edict! Do note, however, that ladders shouldn't have more than one brush per entity, as multiple brushes will cause unpredictable results.