Working ladders (GoldSrc): Difference between revisions
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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. | 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. | ||
In {{sohl|2}}, spawnflag 1 can be used on func_ladder to have it be rendered. This is the same as a {{ent|engine=goldsrc|func_illusionary}} with its {{code|skin}} KV set to -16. | |||
Latest revision as of 05:42, 21 November 2025
Ladders in
GoldSrc are traditionally made using two entities:
- a func_illusionary with
rendermode4 andrenderamt255, 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.
In
Spirit of Half-Life, spawnflag 1 can be used on func_ladder to have it be rendered. This is the same as a func_illusionary with its skin KV set to -16.