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Prop dynamic ornament: Difference between revisions

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{{base point|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.  
{{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}}


{{in code|class=class_c_ornament_prop.html COrnamentProp|file=props_8cpp-source.html props.cpp}}
==Keyvalues==
{{KV Targetname}}
{{KV|Target Entity|intn=InitialOwner|string|Name of the entity that this ornament should attach to, at startup.}}


== Keyvalues ==
==Inputs==
{{KV|Target Entity|string|Name of the entity that this ornament should attach to, at startup.}}
{{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.}}
{{KV prop_dynamic_base}}
{{I|Detach|param=void|Detach from the Target Entity and become invisible. The ornament can be re-attached with the <code>SetAttached</code> input.}}


== Flags ==
{{OtherKIO|prop_dynamic}}
{{Fl prop_dynamic_base}}


== Inputs ==
== See Also ==
{{IO|SetAttached|Attach the ornament to a different entity. Parameter should be the name of entity to attach to.|param=string}}
* [[EF_BONEMERGE]]
{{IO|Detach|Detach from the Target Entity and become invisible. The ornament can be re-attached with the <code>SetAttached</code> input.|param=string}}
* {{ent|prop_dynamic}}
{{I prop_dynamic_base}}
 
== Outputs ==
{{O prop_dynamic_base}}

Latest revision as of 12:14, 26 May 2025

C++ Class hierarchy
COrnamentProp
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_dynamic_ornament is a model entity available in all Source 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:Team Fortress 2 Team Fortress 2 hats are attached to player using this entity

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 <targetnameRedirectInput/string>
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 SetAttached input.
Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_dynamic.

See Also