Prop detail: Difference between revisions
		
		
		
		
		
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		 AltNames: This entity is also tied to
AltNames: This entity is also tied to 
		
	
| SirYodaJedi (talk | contribs)  (→Keyvalues:  angles KV) | SirYodaJedi (talk | contribs)  | ||
| Line 5: | Line 5: | ||
| {{KV|World model|intn=model|studio|World model to appear as. Must be [[$staticprop]] and <code>[[UnlitGeneric]]</code> (ALL skins). Maximum string length: 128.}} | {{KV|World model|intn=model|studio|World model to appear as. Must be [[$staticprop]] and <code>[[UnlitGeneric]]</code> (ALL skins). Maximum string length: 128.}} | ||
| {{KV Angles}} | {{KV Angles}} | ||
| {{KV|detailOrientation|intn=detailOrientation| | {{KV|detailOrientation|intn=detailOrientation|integer choices}} | ||
| : How the sprite will react to the camera: | : How the sprite will react to the camera: | ||
| :* 0: It will not rotate. | :* 0: It will not rotate. | ||
Revision as of 14:48, 1 May 2025
prop_detail  is an  internal point entity  available in all  Source games. It is used to manually create a detail prop. It only supports model detail props, so is rarely used.
 Source games. It is used to manually create a detail prop. It only supports model detail props, so is rarely used.
 AltNames: This entity is also tied to
AltNames: This entity is also tied to detail_prop.  Keyvalues
- World model (model) <model path>
- World model to appear as. Must be $staticprop and UnlitGeneric(ALL skins). Maximum string length: 128.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- detailOrientation (detailOrientation) <integer choices>
- How the sprite will react to the camera:
- 0: It will not rotate.
- 1: It will rotate around its origin to always face the camera head-on.
- 2: It will rotate around its Z-axis only to face the camera.
 
- Name (targetname) <string>
- Name of this entity. Displayed in Hammer's 2D views and Entity Report. No effect in-game, nor in map compilers.
