this is his scripit for the one facing south which is the way that i am putting in a ladder on Diverting the Enemy map.
Note: I know the nazibanner in scripts below should be hide but using show for right now to see the setup in them.
Code: Select all
//*********************************************************************************
ladder2:
spawn script_object "targetname" "ladderbrush2" "origin" "( -55 1879 27)"
$ladderbrush2.model = "static/static_nazibanner2.tik"
$ladderbrush2 show
$ladderbrush2.angles = ( 0 7 0 )
$ladderbrush2 setsize ( -8 0 0) ( 0 32 101 )
$ladderbrush2 solid
spawn script_object "targetname" "tl2" "classname" "func_ladder" "origin" "( -55 1879 27)" "angle" "180" "model" "*ladderbrush2"
$tl2 setsize ( -8 0 0) ( 0 32 101 )
local.side = spawn func_beam origin ( -55 1864 -38 ) endpoint ( -55 1864 128 ) targetname "ladder1"
local.side = spawn func_beam origin ( -55 1896 -23 ) endpoint ( -55 1896 128 ) targetname "ladder1"
for(local.r= -23;local.r< 128;local.r += 16)
{local.rung = spawn func_beam origin ( -55 1864 local.r ) endpoint ( -55 1896 local.r ) targetname "rung1"}
$ladder1 maxoffset 0
$ladder1 tileshader "textures/barrel/blackbarrel"
$ladder1 scale 2
$ladder1 doactivate
$rung1 maxoffset 0
$rung1 tileshader "textures/barrel/blackbarrel"
$rung1 scale 1
$rung1 doactivate
while(1)
{for(local.p=1;local.p<=$player.size;local.p++)
{if($player[local.p] isTouching $ladderbrush2 && $player[local.p].origin[2] != $player[local.p].ladder)
{$player[local.p].ladder = $player[local.p].origin[2]
$player[local.p] playsound snd_step_metal1}}
wait .5}
endCode: Select all
//*********************************************************************************
ladder:
spawn script_object "targetname" "ladderbrush1" "origin" "( -4730 1387 98 )"
$ladderbrush1.model = "static/static_nazibanner2.tik"
$ladderbrush1 show
$ladderbrush1.angles = ( 0 7 0 )
$ladderbrush1 setsize ( -8 0 0) ( 0 32 194 )
$ladderbrush1 solid
spawn script_object "targetname" "tl1" "classname" "func_ladder" "origin" "( -4730 1387 98 )" "angle" "180" "model" "*ladderbrush1"
$tl1 setsize ( -8 0 0) ( 0 32 194 )
local.side = spawn func_beam origin ( -4730 1372 48 ) endpoint ( -4730 1372 292 ) targetname "ladder1"
local.side = spawn func_beam origin ( -4730 1404 48 ) endpoint ( -4730 1404 292 ) targetname "ladder1"
for(local.r= 48;local.r< 292;local.r += 16)
{local.rung = spawn func_beam origin ( -4730 1372 local.r ) endpoint ( -4730 1404 local.r ) targetname "rung1"}
$ladder1 maxoffset 0
$ladder1 tileshader "textures/barrel/blackbarrel"
$ladder1 scale 2
$ladder1 doactivate
$rung1 maxoffset 0
$rung1 tileshader "textures/barrel/blackbarrel"
$rung1 scale 1
$rung1 doactivate
while(1)
{for(local.p=1;local.p<=$player.size;local.p++)
{if($player[local.p] isTouching $ladderbrush1 && $player[local.p].origin[2] != $player[local.p].ladder)
{$player[local.p].ladder = $player[local.p].origin[2]
$player[local.p] playsound snd_step_metal1}}
wait .5}
end