Prop dynamic ornament
From Valve Developer Community
This point-based entity is available in all Source games.
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Entity Description
A way to attach one studio model to another as an ornament. It will render in the way that player/NPC weapons render.
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Availability
This point-based entity is available in: all Source games.
In code it is represented by class COrnamentProp (http://doxygen.page.needed/class_c_ornament_prop.html), defined in props.cpp (http://doxygen.page.needed/props_8cpp-source.html).
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [New with Orange Box]
- <integer readonly> This id is used for debugging purposes in Hammer.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- fademindist
- <float> Start Fade Dist/Pixels - Distance at which the prop starts to fade. (-1 = Use fademaxdist.)
Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
- fademaxdist
- <float> End Fade Dist/Pixels - Max fade distance at which the prop is visible. (0 = Don't fade out.)
Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
- fadescale
- <float> Fade Scale - If you specify a fade in the worldspawn, or if the engine is running under dx7, the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.
- DefaultAnim
- <string> The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation.
- RandomAnimation
- <choices> Randomly Animate.
Literal value Description 0 No 1 Yes
- MinAnimTime
- <float> Minimum time between random animations.
- MaxAnimTime
- <float> Maximum time between random animations.
- model
- <studio> World Model (Maximum string length: 128)
- skin
- <integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
- disableshadows
- <boolean> Used to disable dynamic shadow casting from this entity.
- SetBodyGroup
- <integer> Initial Bodygroup Setting
- damagefilter <target_destination>
- Name of the filter_damage_type entity that controls which entities can damage us.
- ExplodeDamage <float>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'.
- ExplodeRadius <float>
- If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'.
- PerformanceMode <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Literal Value Description 0 Normal 1 Limit Gibs 2 Full Gibs on All Platforms
- pressuredelay <float>
- Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
- mindxlevel
- <choices> Minimum DX Level
Literal Value Description 0 default (lowest) 70 dx7
- maxdxlevel
- <choices> Maximum DX Level
Literal Value Description 0 default (lowest) 60 dx6
- solid
- <choices> Collisions.
Literal value Description 0 Not Solid
- InitialOwner
- <string> Name of the entity that this ornament should attach to, at startup.
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Flags
- 16 : Break on Touch
- 32 : Break on Pressure
- 64 : Use Hitboxes for Renderbox
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Inputs
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <string> [Episode One Update]
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
- Removes this entity from its current movement hierarchy.
- Skin <integer>
- Changes the model skin to the specified number.
- SetBodyGroup <integer>
- Set this prop's body group (from 0 - n). Changes the model body to the specified number.
- DisableShadow
- Turn shadow off.
- EnableShadow
- Turn shadow on.
- AlternativeSorting <bool> [Episode One Update]
- Used to attempt to fix sorting problems when rendering. True activates, false deactivates
- SetAnimation <string>
- Force the prop to play an animation. The parameter should be the name of the animation.
- SetBodyGroup <integer>
- Set the visible bodygroup, by index.
- TurnOn
- Make the prop visible.
- TurnOff
- Make the prop invisible.
- SetAttached <target_destination>
- Attach the ornament to a different entity. Parameter should be the name of entity to attach to.
- Detach
- Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input.
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Outputs
- OnIgnite
- Fired when this object catches fire.
- OnAnimationBegun
- Fired whenever a new animation has begun playing.
- OnAnimationDone
- Fired whenever an animation is complete.
