Prop dynamic ornament: Difference between revisions
		
		
		
		
		
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 Confirm:
 Confirm: Team Fortress 2 hats are attached to player using this entity
 Team Fortress 2 hats are attached to player using this entity
 Note:Other
Note:Other 
		
	
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| {{ | {{CD|COrnamentProp|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/props.cpp props.cpp]}} | ||
| {{ | {{this is a|model entity|name=prop_dynamic_ornament}} It is a way to attach one studio model to another as an ornament. It will render in the way that player/NPC weapons render.   | ||
| {{confirm|{{tf2|4}} hats are attached to player using this entity}} | |||
| {{ | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV Targetname}} | |||
| {{KV|Target Entity|intn=InitialOwner|string|Name of the entity that this ornament should attach to, at startup.}} | |||
| == | ==Inputs== | ||
| {{I|SetAttached|param=targetname|special targets=supports !activator / !caller|Attach the ornament to a different entity. Parameter should be the name of entity to attach to.}} | |||
| {{I|Detach|param=void|Detach from the Target Entity and become invisible. The ornament can be re-attached with the <code>SetAttached</code> input.}} | |||
| {{OtherKIO|prop_dynamic}} | |||
| == | == See Also == | ||
| *{{ | * [[EF_BONEMERGE]] | ||
| * {{ent|prop_dynamic}} | |||
Latest revision as of 12:14, 26 May 2025
|  Class hierarchy | 
|---|
| COrnamentProp | 
|  props.cpp | 
prop_dynamic_ornament  is a   model entity  available in all  Source games. It is a way to attach one studio model to another as an ornament. It will render in the way that player/NPC weapons render.
 Source games. It is a way to attach one studio model to another as an ornament. It will render in the way that player/NPC weapons render. 
 Confirm:
 Confirm: Team Fortress 2 hats are attached to player using this entity
 Team Fortress 2 hats are attached to player using this entityKeyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Target Entity (InitialOwner) <string>
- Name of the entity that this ornament should attach to, at startup.
Inputs
- SetAttached <targetname>
- supports !activator / !caller
 Attach the ornament to a different entity. Parameter should be the name of entity to attach to.
- Detach <void>
- Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttachedinput.
 Note:Other
Note:Other Keyvalues / Inputs / Outputs are same as prop_dynamic.