Prop dynamic ornament: Difference between revisions
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Confirm:
Team Fortress 2 hats are attached to player using this entity
Note:Other
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{{CD|COrnamentProp|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/props.cpp props.cpp]}} | {{CD|COrnamentProp|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/props.cpp props.cpp]}} | ||
{{this is a| | {{this is a|model 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}} | {{confirm|{{tf2|4}} hats are attached to player using this entity}} | ||
Revision as of 04:33, 19 May 2025
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COrnamentProp |
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prop_dynamic_ornament
is a model 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.