func_ladder
Last edited 4 years ago2020-05-24 19:52:46 UTC
- Wiki
- View Page
-
You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date.
Click here to see the current revision of this page.
This article was converted from a previous version of TWHL and may need to be reviewed
- The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
- Some information may be out of date
- After the article is re-formatted and updated, remove this notice and the Review Required category.
- Some older articles are no longer useful, or they duplicate information from other pages. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
Brush EntityThis creates an invisible area which, when entered by the player, allows to player to climb up or down.
Attributes
- Name (targetname) - Property used to identify entities.
Flags
Notes
- The simplest way to create a ladder is to construct the visible bit first, with whatever texture you want, then copy the brush, drag it forward, and turn it into a func_ladder.
- This entity can also simulate ropes (although the sound isn't quite right).
- Ladders can also be created by changing an entity's "Contents (skin)" key value to "-16". Turning smart edit off and adding this key to a func_door allows to create a moving ladder (the ladder will behave strangely in it's open position, so it's best to keep it's open position somewhere the player can't reach).
Comments
You must log in to post a comment.
You can login or register a new account.