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. | ||
{{in code|class=class_c_ornament_prop.html COrnamentProp|file=props_8cpp-source.html props.cpp}} | {{in code|class=class_c_ornament_prop.html COrnamentProp|file=props_8cpp-source.html props.cpp}} | ||
==Keyvalues== | == Keyvalues == | ||
{{KV|Target Entity|string|Name of the entity that this ornament should attach to, at startup.}} | |||
{{KV prop_dynamic_base}} | |||
==Flags== | == Flags == | ||
{{Fl prop_dynamic_base}} | |||
==Inputs== | == Inputs == | ||
{{IO|SetAttached|Attach the ornament to a different entity. Parameter should be the name of entity to attach to.|param=string}} | |||
{{IO|Detach|Detach from the Target Entity and become invisible. The ornament can be re-attached with the <code>SetAttached</code> input.|param=string}} | |||
{{I prop_dynamic_base}} | |||
==Outputs== | == Outputs == | ||
{{O prop_dynamic_base}} |
Revision as of 15:43, 28 July 2011
Template:Base point 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
- Target Entity ([todo internal name (i)]) <string>
- Name of the entity that this ornament should attach to, at startup.
Flags
Inputs
- SetAttached <string >
- Attach the ornament to a different entity. Parameter should be the name of entity to attach to.
- Detach <string >
- Detach from the Target Entity and become invisible. The ornament can be re-attached with the
SetAttached
input.