Miscellaneous | Index
Creates an invisible trigger area that the player can "climb" vertically |
angle | The direction the player must be facing in order to climb |
targetname | use as a killtarget to delete the ladder |
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. |
A little hack to allow alternate bsp model "frames" for func_breakaway, func_explobsp and func_switch. |
target | The owner object |
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) |
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. |
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 |
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 |
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. |
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 |
1 : HEAL | Only dies if one shot of damage is greater than health (heals small damage) |
Like func_wall, but is invisible by default, and has no think/use. |
1 | Show brush geometry |
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). |
mdl | Path to the model |
frame | Animation frame |
mangle | X Y Z Orientation |
1 | Turn it into a corpse |
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). |