I'm trying to create a feature where the players see a ladder leaning against some boxes, providing access to an obviously broken light fitting. What they need to do is pivot the ladder to lean in the opposite direction to get access to a duct entrance (yeh, I know, but every level needs at least one duct). I can get the ladder pivotable by creating it as rotating door, with the origin at the bottom and the pivot in the x axis. Snag is, I can't group the func_door_rotating with the necessary func_ladders (one each side of the ladder textured door)..
I'm considering creating the ladder as a door, with a ladder on one side then, when moved by the players using a multimanager to kill the original func_ladder and create a new one in the new position, but I'm not 100% sure this will work. Before I spend a lot of time on this, does anyone have a better solution.
Thanks,
CJ



This means that there is no perfect solution to your problem. If a ladder exists, it can be removed by killtargeting, but you can't spawn a new one. However, you could cover the func_ladder with a func_wall_toggle. This would stop the player from going up the ladder, but he would also be unable to walk through the space it occupies - so this solution only works if the final position of the ladder is flush against a wall. 


