Depends how you want the wall clinging to work. It is very possible to do it 
without any brush entities. You would need to trace forward of the player and 
if you hit a wall close enough then possibly move the collision point forward a 
hair into the collision object and then trace from a height downward and see if 
you hit a surface, if so then you know it’s a floor roughly where the player 
can cling to. Now you would write special movement code to handle this type of 
behavior. Examples of different moves are found in gamemovements. The 
laddermove would be very similar, just need to adjust the movement to be 
sideways. To do the animation you would need to add a new animation type to 
players and then in your player code you handle animating it. HL2MP Player has 
lots of examples :).

PS: I am not a super math guru so there may be a faster way to determine what 
can be climbed mathwise. That was just the first thought came into my mind.

Chris

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of red box
Sent: Thursday, June 05, 2008 3:14 PM
To: hl coders list
Subject: [hlcoders] attachment-animation entity?

good daypart.

I work in 3rd person and seek for the way to animate player in some zones.

If you ever played in tomb raider or blood Rayne you can see that player creeps 
on ledges or hangs on a cross-beams, goes down on rails and use different 
animations for  jump in different zones... 

I not nearly know how it for realization...
Is it must be brush entity or point?

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