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func_ladder

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Icon-NotInFGD.png
This entity is not in the FGD by default, except in Counter-Strike: SourceDay of Defeat: SourceLeft 4 DeadLeft 4 Dead 2Counter-Strike: Global Offensive.
See below for instructions on making it available.

func_ladder is an internal brush entity available in all Source Source games.

Version differences

Before Left 4 Dead 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 Source 2006 and Source 2007 Source 2007, this entity is mostly obsolete, and is only useful if it is absolutely necessary to make a material without %CompileLadder climbable.

Since detail contents are not added to the contained brushes, excess visleaves will be cut unless at least one of the materials also has %CompileDetail.

Since Left 4 Dead

VBSP converts this to func_simpleladder which has its TeamNum keyvalue set based on material's %CompileTeam and its normal.x/y/z keyvalues based on which side of the brush has a ladder texture which means that only the side of the brush that's meant to be climbable should have ladder texture and the rest marked as nodraw. The brush contents are NOT altered and depend on %CompileLadder flag of the used material.

The func_simpleladder entity only exists in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series, so this entity should not be used in first party titles outside of those games.

Usage

Note.pngNote:Non-Half-Life 2 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-Left 4 Dead 2 games, and vanilla Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series FGDs include a func_ladder entry, this entry reflects pre-Left 4 Dead games.

@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."
]

See also