Func useableladder: Difference between revisions
Jump to navigation
Jump to search
Note:This entity is non-functional in Counter-Strike: Source, Left4Dead or Team Fortress 2. Use func_ladder instead.
No edit summary |
mNo edit summary |
||
Line 44: | Line 44: | ||
*<code>OnPlayerGotOnLadder</code> | *<code>OnPlayerGotOnLadder</code> | ||
:Fired whenever a player gets on this ladder. {{PlCal}} | :Fired whenever a player gets on this ladder. {{PlCal}} | ||
<code>OnPlayerGotOffLadder'''</code> | *<code>OnPlayerGotOffLadder'''</code> | ||
:Fired whenever a player gets off this ladder. {{PlCal}} | :Fired whenever a player gets off this ladder. {{PlCal}} |
Revision as of 14:09, 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.

- See also info_ladder_dismount - An entity used to specify ladder auto-dismount points.
- See also ladder_simple - A prefab containing a simple ladder setup, Working Ladders - A wiki tutorial on how to construct ladders - and A tutorial bsp and map for constructing ladders
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
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 <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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