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Prop dynamic ornament: Difference between revisions

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m (Replacing {{base point}} with {{this is a}}. This operation was performed by a bot.)
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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|point 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.  
{{this is a|point 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}}
{{code class|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/props.cpp#L2331 COrnamentProp]|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/props.cpp props.cpp]}}
 
==Flags==
{{fl DynamicProp}}


==Keyvalues==
==Keyvalues==
{{KV|Target Entity (InitialOwner)|string|Name of the entity that this ornament should attach to, at startup.}}
{{KV Targetname}}
{{KV DynamicProp}}
{{KV|Target Entity|intn=InitialOwner|string|Name of the entity that this ornament should attach to, at startup.}}
{{KV BreakableProp}}
{{KV BaseAnimating}}
{{KV BaseEntity}}


==Inputs==
==Inputs==
{{IO|SetAttached|param=string|Attach the ornament to a different entity. Parameter should be the name of entity to attach to.}}
{{IO|SetAttached|param=string|Attach the ornament to a different entity. Parameter should be the name of entity to attach to.}}
{{IO|Detach|param=string|Detach from the Target Entity and become invisible. The ornament can be re-attached with the <code>SetAttached</code> input.}}
{{IO|Detach|param=string|Detach from the Target Entity and become invisible. The ornament can be re-attached with the <code>SetAttached</code> input.}}
{{I DynamicProp}}
{{I BreakableProp}}
{{I BaseAnimating|portal2=1}}
{{I BaseEntity|prel4d=1}}


==Outputs==
== See Also ==
{{O DynamicProp}}
* [[EF_BONEMERGE]]
{{O Breakable|prop=1}}
* {{ent|prop_dynamic}}
{{O BaseAnimating|portal2=1}}
{{O BaseEntity|l4d=1}}

Revision as of 17:42, 6 March 2024

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

prop_dynamic_ornament is a point 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 <stringRedirectInput/string>
Attach the ornament to a different entity. Parameter should be the name of entity to attach to.
Detach <stringRedirectInput/string>
Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input.

See Also