Func useableladder: Difference between revisions

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{{CD|CFuncLadder|file1=1}}
==Entity description==
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 [[Counter-Strike: Source]] and [[Left 4 Dead]]. Use [[func_ladder]] instead.}}
{{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
{{KV|Surface properties|intn=ladderSurfaceProperties|string}}
{{KV Parentname}}
{{KV Targetname}}


==Flags==
==Flags==
* 1 : Fake Ladder
{{fl|1|Fake Ladder}}


==Inputs==
==Inputs==
{{I EnableDisable}}
{{I EnableDisable}}
{{I Parentname}}
{{I Targetname}}


==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}}}}
{{O Targetname}}
==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.]]


== See also ==
== See also ==
* [[info_ladder_dismount]] - An entity used to specify ladder auto-dismount points.
* {{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

English (en)Translate (Translate)
C++ Class hierarchy
CFuncLadder
CBaseEntity
C++ 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.pngNote:This entity is non-functional in Counter-Strike: Source Counter-Strike: Source and Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. Use func_ladder instead.
Icon-Bug.pngBug: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.

Usable ladder has a gap between itself and brush.

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

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