Func useableladder: Difference between revisions

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

Revision as of 14:08, 19 July 2009

Template:Wrongtitle Template:Base point

Entity Description

A Half-Life 2 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:In code

Keyvalues

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

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.
  • point0
<vector> Ladder end point.
  • point1
<vector> Ladder end point.
  • StartDisabled
<choices> Start Disabled.
Literal value Description
0 No
1 Yes

Flags

  • 1 : Fake Ladder

Inputs

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.
  • Enable
Enable this ladder.
  • Disable
Disable this ladder.

Outputs

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

OnPlayerGotOffLadder

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