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Func useableladder: Difference between revisions

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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 {{css|4}} and {{l4ds|4}}. Use [[func_ladder]] instead.}}
{{note|This entity is functional only in {{hl2series|4}} and {{portal|4}}. See [[Working ladders]] for other games.}}
{{func point ent}}
{{func point ent}}
{{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.}}

Latest revision as of 13:06, 4 May 2025

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

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 functional only in Half-Life 2 series Half-Life 2 series and Portal Portal. See Working ladders for other games.
Warning.pngRisk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).
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 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) <vector3>
Ladder start point
End (point1) <vector3>
Ladder end point
Surface properties (ladderSurfaceProperties) <string>
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

Fake Ladder : [1]
Ladder serving for mount check which still fires the OnPlayerGotOnLadder output but won't actually put the player on the ladder
PlacementTip.pngExample:Used in Half-Life 2 d2_coast_04 for the ladder leading to operable crane and uses OnPlayerGotOnLadder output to put player inside the crane

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

OnPlayerGotOnLadder
!activator = this entity
!caller = player that got on ladder
Fired whenever a player gets on this ladder.
OnPlayerGotOffLadder
!activator = this entity
!caller = player that got on ladder
Fired whenever a player gets off this ladder.

See also