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 ?]
		
	
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| {{this is a|point entity|name=func_useableladder}} | |||
| {{CD|CFuncLadder|file1=1}} | {{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. | ||
Revision as of 06:48, 12 July 2024

 
func_useableladder  is a   point entity  available in all  Source games.
 Source games.
|  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 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

























