Prop dynamic ornament: Difference between revisions
		
		
		
		
		
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 Confirm:
 Team Fortress 2 hats are attached to player using this entity
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==  | ==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 11:14, 26 May 2025
| COrnamentProp | 
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. 
Keyvalues
- 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. 
Keyvalues / Inputs / Outputs are same as prop_dynamic.