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Normal Topic Ladders? (Read 3421 times)
William(Rainman)
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Ladders?
Aug 27th, 2012 at 1:34am
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Anyone know how to Add Ladders to Maps? I want to add a Ladder to Chizra. If you notice at the beginning of Chizra you have to drop 10-20 feet down onto a floor which should kill you or break your legs. I wanted to add a Ladder to climb down.
  

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BobIsUnreal
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Re: Ladders?
Reply #1 - Aug 27th, 2012 at 5:44am
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"how do i make a climable ladder???" ( using collision hull)
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1287653541


making ladders using scripts:
http://www.unrealsp.org/forums/viewtopic.php?t=1053


i personally tend to use qtits ladder script from thelastfortress map since that way i dont have to bother the bsp... and just drop a panel with rope texture...althought the collisionhull method is more common.(ie a invisible stairway)

neither of these are the best answer.  but they are somwhere to start
  

[REM_img]http://i.imgur.com/V3OSsDu.gif.disable[/img]http://i.imgur.com/JOu38Gs.gif
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Buster
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Re: Ladders?
Reply #2 - Aug 27th, 2012 at 2:16pm
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William(Rainman)
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Re: Ladders?
Reply #3 - Aug 27th, 2012 at 3:53pm
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Buster wrote on Aug 27th, 2012 at 2:16pm:



I imported it into the Editor how do i add it or make it?
  

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Buster
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Re: Ladders?
Reply #4 - Aug 27th, 2012 at 4:08pm
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import the .t3d into your map. or grab dmdarkscape. load the map into the editor. select and copy. open your map and paste. or just use it as a base.

the top of each rung to the next is 24 units high. the rungs need to be overlapped by at least 1 unit but 2 works best.

Smiley
  

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GreatEmerald
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Re: Ladders?
Reply #5 - Aug 27th, 2012 at 5:03pm
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Stock Unreal ladders are not very good for climbing down, however. Not too good for climbing up too, actually, as due to the way the game works, you get pretty much teleported up. But it doesn't require any special handling.

Also, argh, like I said in the other thread, this does *not* need anything invisible, that will just drag down your BSP tree.

On the other hand, if you are building a straight staircase, invisible collision is preferable due to the aforementioned teleporting effect. That way it will take a realistic amount of time to climb up and you won't hurt yourself climbing down. Plus, it allows you to use non-solid geometry for the stairs themselves, easing the BSP tree. But it doesn't work for anything steeper than 45 degrees.
  
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Buster
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Re: Ladders?
Reply #6 - Aug 28th, 2012 at 8:46pm
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The ladder I made for darkscape (and I also used 2 of them in zahltagops) are quite bulky looking, but they work. Same ladder I post on my site. It's very generic.

As I posted above, as long as the top of each rung is a distance of 24 uu (I use 24 uu, but 28 uu is the actual maximum height of a player's step), and that there is at least 1 uu exposed edge of the rung to act like a step (2 works best).

Usually the sides of a ladder stick out abit more than the rungs, which help prevent slipping off the side of the ladder. (My ladders are all solid, so they can be used as movers, block shots, etc). I found that if the side to side distance of the rungs is (I hope I remember this correctly) 48 uu, then it forces the player to wiggle the mouse side to side, in order to shimmy up the ladder.

From the PoV of the player it really seems like you are climbing a ladder. And it slows down the rate of ascent, which is what you want for a ladder.

My initial idea for a solid ladder that can be a mover was for two things: a sliding ladder on an old fashioned bookcase, and the ladder rising up from a fire truck.

Another use for a "ladder" concept is this: Make a solid wall and put in front of that a non-solid fancy looking cliff face. Here and there toss in plants etc as markers. In between the solid wall and the non-solid cliff put in collision hulls. Make them rungs of a ladder or horizontal beams. Add in a few spots where you have to jump, etc.

From the PoV of the player you are finding the path, using plants and roots (etc), and climbing a cliff face. A simple version of this is climbing up vines to get in a window.
  

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