Miscellaneous | Index



func_ladder
Creates an invisible trigger area that the player can "climb" vertically

Key Value Pairs:
angle The direction the player must be facing in order to climb
targetname use as a killtarget to delete the ladder

Notes:
These work best when they are at least 8 units thick.
Make sure the angle is set correctly. All movement revolves around the ladder's facing angle. (Remember: It's the angle the PLAYER must be facing to climb)
The top of the func_ladder brush should be flush with the top of the ledge (if the ladder leads to a ledge). Ladders behave as if there's an 8 unit "step" at the top.
It's a good idea to back these up with a solid brush or a clipping brush. Especially if using real geometry for the rungs. (i.e. to fill the gaps between the rungs).
If you need a "two-way" ladder (like a ladder hanging from a fire-escape) use a clip brush in the middle, and two func_ladders on either end with opposite facing angles.
Avoid situations where more than one func_ladder can be touched at the same time.



func_bspframe
A little hack to allow alternate bsp model "frames" for func_breakaway, func_explobsp and func_switch.

Key Value Pairs:
target The owner object

Notes:
When used on solid objects (like func_explobsp) insure these won't stick into nearby players/monsters
when the parent object switches frames. (i.e. make this object smaller than the parent, or create
a clip area that encompases both object frames)



func_breakaway
This is a simple BSP model that goes away (or becomes it's alternate frame) when killed. These can be used to mimic "gibbable" objects when combined with emitters, or on their own for small breakable panels.

Key Value Pairs:
health Maximum health
frags Use alt texture when "health" equals or is less than this
noise Path to noise to make when dying (breaking)
noise1 Path to noise to make when taking damage
target Activate this when dying (i.e. target an emitter to generate rubble)
targetname Can be targeted by a func_bspframe or for triggering remotely

Spawnflags:
1 : HEAL Only dies if one shot of damage is greater than health (heals small damage)
2 : BLEED Show blood effect instead of sparks when shot



func_explobsp
Basically just like misc_explobox, but uses whatever geometry ya like. The explosion occurs at the exact center of the brushes, so keep that in mind.

Key Value Pairs:
health Maximum health
dmg Amount of damage caused by explosion
target Activate this when exploding
targetname Can be targeted by a func_bspframe or for triggering remotely

Spawnflags:
1 : HEAL Only dies if one shot of damage is greater than health (heals small damage)



func_nodraw
Like func_wall, but is invisible by default, and has no think/use.

Spawnflags:
1 Show brush geometry



func_model
Places a static model, or can optionally become a corpse (gibbable). Corpses will drop to the floor, but static models just hang at the origin. Static models don't collide (surround it with clip brushes, or func_nodraw if this is a problem).

Key Value Pairs:
mdl Path to the model
frame Animation frame
mangle X Y Z Orientation

Spawnflags:
1 Turn it into a corpse

Notes:
Corpses have a height of 2 units, so don't expect to use a run frame and be able to shoot anything but the feet.
Messing with any angle other than the Y (yaw) angle is usually asking for trouble (unless ou know what you're doing).