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Prop dynamic ornament: Difference between revisions

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(-added class hierarchy, cleanup)
(otherkio)
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{{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

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.
Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_dynamic.

See Also