Func useableladder: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
Line 1: Line 1:
{{base_point}} It is a [[Half-Life 2]]-style ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.
{{base_point}} It is a [[Half-Life 2]]-style ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder.


{{note|This entity is non-functional in [[Counter-Strike: Source]], [[Left4Dead]] or [[Team Fortress 2]]. Use [[func_ladder]] instead.}} {{wrongtitle|title=func_useableladder}}
{{note|This entity is non-functional in [[Counter-Strike: Source]], [[Left 4 Dead]] or [[Team Fortress 2]]. Use [[func_ladder]] instead.}} {{wrongtitle|title=func_useableladder}}


== See also ==
== See also ==

Revision as of 01:43, 8 March 2011

Template:Base point It is a Half-Life 2-style 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, Left 4 Dead or Team Fortress 2. Use func_ladder instead.

Template:Wrongtitle

See also

Keyvalues

Start <vector>
End <vector>
Ladder start/end points.
Start Disabled <bool>
Should the ladder spawn disabled?
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.
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

Flags

  • 1 : Fake Ladder

Inputs

Enable
Disable
Enable/disable the ladder.
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.


Outputs

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