Func useableladder: Difference between revisions
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Note:This entity is non-functional in Counter-Strike: Source, Left 4 Dead or Team Fortress 2. Use func_ladder instead.
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{{ | {{Point ent|func_useableladder}} 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]], [[Left 4 Dead]] or [[Team Fortress 2]]. Use [[func_ladder]] instead. | {{note|This entity is non-functional in [[Counter-Strike: Source]], [[Left 4 Dead]] or [[Team Fortress 2]]. Use [[func_ladder]] instead.}} | ||
== See also == | == See also == |
Revision as of 01:44, 8 March 2011
Template:Point ent It is a Half-Life 2-style 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.
- ladder_simple - A prefab containing a simple ladder setup
- Working Ladders - A wiki tutorial on how to construct ladders
- A tutorial bsp and map for constructing ladders
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
ortarget
).
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 <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.
Outputs
OnPlayerGotOnLadder
- Fired whenever a player gets on this ladder. Template:PlCal
OnPlayerGotOffLadder
- Fired whenever a player gets off this ladder. Template:PlCal