Func useableladder: Difference between revisions
		
		
		
		
		
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 Note:This entity is non-functional in
Note:This entity is non-functional in  Counter-Strike: Source and
 Counter-Strike: Source and 
 Left 4 Dead series. Use func_ladder instead.
 Left 4 Dead series. Use func_ladder instead.
 Bug:There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.  [todo tested in ?]
Bug:There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.  [todo tested in ?]
		
	
| SirYodaJedi (talk | contribs) m (→Keyvalues) |  (-added class hierarchy, cleanup) | ||
| Line 1: | Line 1: | ||
| {{langsp}} | {{langsp}} | ||
| {{CD|CFuncLadder|file1=1}} | |||
| It is a [[Half-Life 2]]-style ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder. | 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  | {{note|This entity is non-functional in {{css|4}} and {{l4ds|4}}. Use [[func_ladder]] instead.}} | ||
| {{bug|There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.}} | {{bug|There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.}} | ||
| ==Issues== | |||
| You should be sure, that ladder is not in contact with your brush if y using it for ladder representation, otherwise it won't work. | |||
| [[File:Ladder1.jpg|left|150px|thumb|Usable ladder has a gap between itself and brush.]] | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV Targetname}} | |||
| {{KV|Start|intn=point0|vector|Ladder start point}} | {{KV|Start|intn=point0|vector|Ladder start point}} | ||
| {{KV|End|intn=point1|vector|Ladder end point}} | {{KV|End|intn=point1|vector|Ladder end point}} | ||
| {{KV|Surface properties|intn=ladderSurfaceProperties|string}} | |||
| {{KV|Start Disabled|intn=StartDisabled|boolean|Should the ladder spawn disabled ? Default value is 0}} | {{KV|Start Disabled|intn=StartDisabled|boolean|Should the ladder spawn disabled ? Default value is 0}} | ||
| :*0: No | :*0: No | ||
| :*1: Yes | :*1: Yes | ||
| ==Flags== | ==Flags== | ||
| {{fl|1|Fake Ladder}} | |||
| ==Inputs== | ==Inputs== | ||
| {{I EnableDisable}} | {{I EnableDisable}} | ||
| ==Outputs== | ==Outputs== | ||
| {{IO|OnPlayerGotOnLadder|Fired whenever a player gets on this ladder. {{PlCal}}}} | {{IO|OnPlayerGotOnLadder|Fired whenever a player gets on this ladder. {{PlCal}}}} | ||
| {{IO|OnPlayerGotOffLadder|Fired whenever a player gets off this ladder.  {{PlCal}}}} | {{IO|OnPlayerGotOffLadder|Fired whenever a player gets off this ladder.  {{PlCal}}}} | ||
| == See also == | == See also == | ||
| *  | * {{ent|info_ladder_dismount}} - An entity used to specify ladder auto-dismount points. | ||
| * [[ladder_simple]] - A prefab containing a simple ladder setup | * [[ladder_simple]] - A prefab containing a simple ladder setup | ||
| * [[Working Ladders]] - A wiki tutorial on how to construct ladders | * [[Working Ladders]] - A wiki tutorial on how to construct ladders | ||
| * [http://twhl.co.za/mapvault_map.php?id=3898 A tutorial bsp and map for constructing ladders] | * [http://twhl.co.za/mapvault_map.php?id=3898 A tutorial bsp and map for constructing ladders] | ||
Revision as of 22:01, 29 June 2024

 
|  Class hierarchy | 
|---|
| CFuncLadder | 
|  func_ladder.cpp | 
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
Note:This entity is non-functional in  Counter-Strike: Source and
 Counter-Strike: Source and 
 Left 4 Dead series. Use func_ladder instead.
 Left 4 Dead series. Use func_ladder instead. Bug:There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.  [todo tested in ?]
Bug:There seems to be a bug where mounting or dismounting a ladder within a trigger volume will cause the trigger to fire outputs as if the player left and re-entered the volume. Seems to be because of how dismounting works, as it technically gives the player noclip temporarily, which makes the player not touch the trigger.  [todo tested in ?]Issues
You should be sure, that ladder is not in contact with your brush if y using it for ladder representation, otherwise it won't work.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start (point0) <vector>
- Ladder start point
- End (point1) <vector>
- Ladder end point
- Surface properties (ladderSurfaceProperties) <string>
- Start Disabled (StartDisabled) <boolean>
- Should the ladder spawn disabled ? Default value is 0
- 0: No
- 1: Yes
 
Flags
- Fake Ladder : [1]
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnPlayerGotOnLadder
- Fired whenever a player gets on this ladder. Template:PlCal
- OnPlayerGotOffLadder
- Fired whenever a player gets off this ladder. Template:PlCal
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
























