Prop dynamic ornament: Difference between revisions
Jump to navigation
Jump to search
Confirm:
Team Fortress 2 hats are attached to player using this entity
Note:Other
(-added class hierarchy, cleanup) |
(otherkio) |
||
Line 10: | Line 10: | ||
{{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.}} | ||
{{OtherKIO|prop_dynamic}} | |||
== See Also == | == See Also == | ||
* [[EF_BONEMERGE]] | * [[EF_BONEMERGE]] | ||
* {{ent|prop_dynamic}} | * {{ent|prop_dynamic}} |
Revision as of 15:35, 30 June 2024
![]() |
---|
COrnamentProp |
![]() |
prop_dynamic_ornament
is a point 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.
parentname
ortarget
).
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 <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.

Keyvalues / Inputs / Outputs
are same as prop_dynamic.