Working ladders (GoldSrc): Difference between revisions
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SirYodaJedi (talk | contribs) (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...") |
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* 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
Ladders in 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.