Talk:Func ladder
Here's an idea: Could any of you mappers try exporting a prefab of a working ladder in CS:S and then importing it in TF2? See if the game recognizes it after compile and play. (I'd do it but I'm at school atm and won't be home in another at least 4 hours yada yada) --Baliame 11:08, 1 Oct 2007 (CET)
Does not seem to work in HL2DM
func_ladder isn't included in the hl2dm FGD, and creating it manually doesn't seem to work, even after multiple tries. According to comments elsewhere it seems that this would also be the case for HL2 SP. I'll have to do something else in my map (probably using trigger_gravity), but I'm noting this since I'm changing the page. If anybody has any suggestions on getting it to work, let me know. Thanks. Hectate 07:26, 5 Nov 2007 (PST)
- HL2DM uses a different method of creating ladders. Check this page. --Baliame 07:29, 5 Nov 2007 (PST)
- Yes, I've used them before. They just weren't what I needed for the job at hand. I've got a simple map that our mod is using to test new entities and weapons. The shooting range I included has a few platforms at varying heights to test the combination of height, angle, and distance for our weapons. Rather than spend a lot of time fiddling with a set of ladder entities, I figured a quick ladder brush would do the job easily. Unfortunately it has been disabled for HL2DM (which I am currently using to get things started, mapping-wise). That's why I'll probably go with the trigger_gravity instead. Users can just hop from platform to platform easily that way. Hectate 08:03, 5 Nov 2007 (PST)
- It would probably be easier to use the entity anyway. Place it at the bottom, drag the helper to the top, and add a static prop to climb up if it still doesn't work. --TomEdwards 08:59, 5 Nov 2007 (PST)
- Well, I was hoping to let them climb all over the wall (diagonally, horizontally, etc), rather than just up and down a ladder. The shooting range is fairly wide, so moving horizontally is important. Anyway, I'm pretty sure that trigger_gravity will get it done for me. It shouldn't effect the arc of thrown/launched weapons if I set it up correctly. Thanks for all the tips and suggestions though. Hectate 11:03, 5 Nov 2007 (PST)
- Ah, right. You definitely can't do that with a ladder any more. :-) --TomEdwards 13:38, 5 Nov 2007 (PST)
- Well, I was hoping to let them climb all over the wall (diagonally, horizontally, etc), rather than just up and down a ladder. The shooting range is fairly wide, so moving horizontally is important. Anyway, I'm pretty sure that trigger_gravity will get it done for me. It shouldn't effect the arc of thrown/launched weapons if I set it up correctly. Thanks for all the tips and suggestions though. Hectate 11:03, 5 Nov 2007 (PST)
- It would probably be easier to use the entity anyway. Place it at the bottom, drag the helper to the top, and add a static prop to climb up if it still doesn't work. --TomEdwards 08:59, 5 Nov 2007 (PST)
- Yes, I've used them before. They just weren't what I needed for the job at hand. I've got a simple map that our mod is using to test new entities and weapons. The shooting range I included has a few platforms at varying heights to test the combination of height, angle, and distance for our weapons. Rather than spend a lot of time fiddling with a set of ladder entities, I figured a quick ladder brush would do the job easily. Unfortunately it has been disabled for HL2DM (which I am currently using to get things started, mapping-wise). That's why I'll probably go with the trigger_gravity instead. Users can just hop from platform to platform easily that way. Hectate 08:03, 5 Nov 2007 (PST)
Left4Dead
Why did valve put this entity in the L4D FGD? Their maps clearly used func_simpleladder, the func_ladder doesn't even have a keyvalue for the allowed team. (Please Valve, fix this!)
- As described on L4D Level Design/Ladders, Left 4 Dead maps use func_ladder entities. For infected-only ladders, see L4D Level Design/Versus Maps. --JeffLane 19:26, 23 June 2009 (UTC)
Well, thanks for confusing everyone who reverse-engineered a Valve map...