'emergency ladder'

'emergency ladder'

Re: 'emergency ladder' Posted by ICE on Sat Mar 19th 2005 at 2:58pm
ICE
9 posts
Posted 2005-03-19 2:58pm
ICE
member
9 posts 1 snarkmarks Registered: Mar 8th 2005 Location: SWE
i want to make a ladder unreachable at first, but when you shoot at
some kind of brush (like a 'brake') it should go down like an emergency
ladder. is it possible to do? does anyone know how to do one?
Re: 'emergency ladder' Posted by DrGlass on Sat Mar 19th 2005 at 6:43pm
DrGlass
1825 posts
Posted 2005-03-19 6:43pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Place two ladder models (there are good ones in the [Root]/c17 folder) make one a prop_static
(this will be the top one that dosn't move) then place the other one
over it (side view ||<top ladder) and make that ladder a prop_dynamic.

Then make a brush that surrounds the dynamic ladder. Make that brush a func_door and name it ladder_01. Set the parent of the dynamic ladder to the func_door ladder_01.

Set the move direction of the func_door to down, set the speed to about 200, find a good move and stop sound, and set it to stay open. Then press the flag tab, un check all but non solid.

Now create the thing that you want to break to release the ladder. Tie that to a func_breakable, set it how ever you want. Now set its output to on break - open - ladder_01.

Then make your ladder, I cant quite recall what it is... It is a point entity, func_dynamic_ladder maybe? Set that up and name it ladder_02, and there should be an option start off? Set that to yes.

Then go back to the func_breakable and set the output to on break - activate - ladder_02.

Now when you shoot the func_breakable the ladder will slide down and
the player will be able to climb up. Before you make this as
right or wrong try it out and tell me if anything didn't work.
I'll write a tutorial about it.
Re: 'emergency ladder' Posted by ICE on Sat Mar 19th 2005 at 8:06pm
ICE
9 posts
Posted 2005-03-19 8:06pm
ICE
member
9 posts 1 snarkmarks Registered: Mar 8th 2005 Location: SWE
thx, ill try...

hmm, there are no "func_dynamic_ladder"
Re: 'emergency ladder' Posted by DrGlass on Sat Mar 19th 2005 at 10:14pm
DrGlass
1825 posts
Posted 2005-03-19 10:14pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
look in the sdk_lockdown and check out how they did their ladders.
Re: 'emergency ladder' Posted by Andrei on Sun Mar 20th 2005 at 3:31pm
Andrei
2455 posts
Posted 2005-03-20 3:31pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Ugh...use a normal func_usableladder that needs to be activated by a
trigger <span style="font-style: italic;">("start disabled - yes"</span>), and place it where the ladder should
drop down (don't forget to place some dismounts; look-up a ladder
tutorial if you don't know what I mean). Name the usableladder
"ladder". Now make the physical ladder, that you want to drop down, a
prop_dynamic and set it's parent "train". Now make a small func_train ,
place it in the center of the prop_dynamic and give it the <span style="font-style: italic;">"invisible"</span>
texture. Name the train "train" (who would have guessed?). Now move the
two (the train and the prop_dynamic) up from where you want the ladder
to drop down from. It must be just above the func_usableladder. Add the
required path_tracks. Make a func_breakable and, dunno, put it over or
around the dynamic prop ladder and set its outputs properly. One to
make the train move when the func_breakable breaks and another to
activate the func_usableladder should suffice. Now, when you break the
func_breakable, the train will drop down, dragging the prop_dynamic
ladder down with it. Adjust it to fall just 1 unit behind the
func_usableladder. If it overlaps with something, it won't work. You
should also set the second output's (the one that activates the
usable_ladder) delay to something like 2 or 3, depending at the speed with which the ladder drops down). This should work (presuming that
you've understood what I mean).
Re: 'emergency ladder' Posted by Leperous on Sun Mar 20th 2005 at 4:18pm
Leperous
3382 posts
Posted 2005-03-20 4:18pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Is there a way to 'accelerate' trains, so that they fall naturally then? (see the Citadel thumper blocks outside on the first citadel level for what I mean) How else can you drag the ladder down?
Re: 'emergency ladder' Posted by Andrei on Sun Mar 20th 2005 at 7:34pm
Andrei
2455 posts
Posted 2005-03-20 7:34pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
I don't really know. And I think this can also be achieved by using a
func_door rather than a train. It should work especially since you
really don't need the ladder to go lower than it's own height.
Re: 'emergency ladder' Posted by DrGlass on Sun Mar 20th 2005 at 9:49pm
DrGlass
1825 posts
Posted 2005-03-20 9:49pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Yeah the door is alot more simple to set up. To get a natural
fall though... you would have to make the ladder a
prop_physics_override and set up some kind of slide system with
phys_constraints that would break when tirggered.

But TBH I doubt the player would notice a diffrence, let alone
care. But it would be neat to be able to jam something in the
ladder to prevent it from falling. Then again it would be tough
to set up the func_ladder to turn on and off at the right time.
Re: 'emergency ladder' Posted by Andrei on Thu Apr 7th 2005 at 9:22am
Andrei
2455 posts
Posted 2005-04-07 9:22am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Is there a way to 'accelerate' trains, so that they fall
naturally then? (see the Citadel thumper blocks outside on the first
citadel level for what I mean) How else can you drag the ladder
down?
Path_tracks have a new train speed field.
Re: 'emergency ladder' Posted by DrGlass on Thu Apr 7th 2005 at 11:49am
DrGlass
1825 posts
Posted 2005-04-07 11:49am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
That would be far more complicated to set up, and there are risks that
it would mess up durring play. If it isn't a huge game play
element then I say use the door method, I mean, its only going to fall
once.

though... it would be cool to have a drop down ladder that could be
pulled back up by the gravity gun and would latch when it hit the top,
so you could run up the ladder then lock it to the point where no one
else could use it.