Cannot make a Ladder

  • Thread starter Thread starter Nekrinos
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Nekrinos

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I am fairly experienced in Hammer, but have not yet tried to make a climable ladder. when i spawn in the mount and dismount entities, and test the game, i cant climb... I was wondering if i have to somehow tie the entity to an object or something.
 
1. use func_useableladder, and use the helper to define the ladder volume
2. make sure getting on or off the ladder doesn't involve clipping any geometry
3. to be on the safe side, name your ladder and give that name to the info_ladderdismount entities

you don't need to parent the func_useableladder to anything if your ladder is intended to be static
 
For HL2 and HL2DM, use func_useableladder (point-entity) and nothing else, as nothing else will work. Also ensure that neither the top nor bottom hull indicator of the ladder touches or intersects any solid object, and that there are no solid objects between them.

For CS:S, DOD:S, and most mods, use func_ladder (brush entity) or any brush with a climbable texture on any face.
 
Actuallly, i dont seem to have that property. It is not on my list. there are like 4 others that strat with "l", but no funct_ladder
 
Hl2, i found an entity called funct_useableladder, and one called ladderdismount, but they didn't appear when i hit "to entity", so i guess they are regualar ones only.
 
what?

you don't hit 'to entity'; you click the entity button on the sidebar, click on the 2D window roughly where you want the entity to go, select the ent you want from the list, and hit enter

func_useableladder & info_ladderdismount work fine in HL2SP. you must be doing something wrong if they're not showing up
 
Btw, for CS:S it's better to use the LADDER texture. Just makes life easier.
 
PsychoFreak said:
Btw, for CS:S it's better to use the LADDER texture. Just makes life easier.
Justify that assertion, because it makes no sense to me.

Func_useableladder (and its complement, info_ladder_dismount) are, as noted, point entities. They are by definition created with the (point) entity tool.
 
Let's say you make a map with lots of func_brushes. You use the invisible texture on alot of them...so if you used the LADDER texture on Ladders, it makes it easier to distinguish it from other func brushes.
 
PsychoFreak said:
Let's say you make a map with lots of func_brushes. You use the invisible texture on alot of them...so if you used the LADDER texture on Ladders, it makes it easier to distinguish it from other func brushes.
So it's better in the circumstance that you do not actually want the ladder to be visible. :P
 
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