Func ladder: Difference between revisions
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=== Since {{l4d|4}} === | === Since {{l4d|4}} === | ||
VBSP converts this to {{ent|func_simpleladder}} which has its keyvalues set based on [[%CompileTeam]] and which side of the brush has a ladder texture. The brush contents are '''NOT''' altered and depend on [[%CompileLadder]] flag. The <code>func_simpleladder</code> entity only exists in {{l4ds|2}}. | VBSP converts this to {{ent|func_simpleladder}} which has its keyvalues set based on [[%CompileTeam]] and which side of the brush has a ladder texture. The brush contents are '''NOT''' altered and depend on [[%CompileLadder]] flag. The <code>func_simpleladder</code> entity only exists in {{l4ds|2}}, so this entity should not be used in first party titles outside of those games. | ||
== Usage == | == Usage == | ||
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{{Note|Non {{hl2}} style climbing is prone to exploitation, as a player can travel up the ladder with two keys at once to travel faster up, and at the end of the ladder they will be flung.}} | {{Note|Non {{hl2}} style climbing is prone to exploitation, as a player can travel up the ladder with two keys at once to travel faster up, and at the end of the ladder they will be flung.}} | ||
== FGD Code == | |||
As this entity is nonfunctional in post-{{l4d2}} games, and vanilla {{l4dseries|2}} FGDs include a func_ladder entry, this entry reflects pre-{{l4d}} games. | |||
<syntaxhighlight lang=js> | |||
@SolidClass = func_ladder : "Brush ladder. Players will be able to freely along this brush, as if it was a ladder.\n\nIf you are using toolsinvisibleladder or any other material with %CompileLadder, use func_detail instead, especially if it does not have %CompileDetail as well." | |||
[ | |||
targetname(string) : "Name" : : "Name to display in the map editor's 2D views and Entity Report; no effect in-game." | |||
] | |||
</syntaxhiglight> | |||
== See also == | == See also == |
Revision as of 08:12, 2 May 2025

func_ladder
is an internal brush entity available in all Source games.
Differences
Before
Left 4 Dead
When VBSP compiles the map, it converts func_ladder brushes into regular world brushes with added ladder contents, and an info_ladder entity is created with KVs indicating the bounding box of the ladder.
Because this type of info_ladder
exists only in Source 2006 and
Source 2007, this entity is obsolete.
Since
Left 4 Dead
VBSP converts this to func_simpleladder which has its keyvalues set based on %CompileTeam and which side of the brush has a ladder texture. The brush contents are NOT altered and depend on %CompileLadder flag. The func_simpleladder
entity only exists in Left 4 Dead series, so this entity should not be used in first party titles outside of those games.
Usage
Left 4 Dead series - Use this. See L4D_Level_Design/Ladders. Can also use func_brush if toggling it is neccessary but will be climbable from any side.
Half-Life 2 series,
Portal Players or NPCs are unable to use ladder contents for climbing. Use func_useableladder instead.
Team Fortress 2,
Portal 2,
Alien Swarm[confirm] - climbing not possible. Needs workarounds Working_ladders#Brush-based_ladder_workaround
- anything else - use func_detail (or func_brush if toggling is wanted) with a
tools/toolsinvisbleladder
texture (or other that has %CompileLadder).


FGD Code
As this entity is nonfunctional in post- games, and vanilla
Left 4 Dead series FGDs include a func_ladder entry, this entry reflects pre-
games.
<syntaxhighlight lang=js>
@SolidClass = func_ladder : "Brush ladder. Players will be able to freely along this brush, as if it was a ladder.\n\nIf you are using toolsinvisibleladder or any other material with %CompileLadder, use func_detail instead, especially if it does not have %CompileDetail as well."
[
targetname(string) : "Name" : : "Name to display in the map editor's 2D views and Entity Report; no effect in-game."
]
</syntaxhiglight>