Prop dynamic ornament: Difference between revisions
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Team Fortress 2 hats are attached to player using this entity
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==Inputs== | ==Inputs== | ||
{{I|SetAttached|param=targetname|special targets=supports !activator / !caller|Attach the ornament to a different entity. Parameter should be the name of entity to attach to. | {{I|SetAttached|param=targetname|special targets=supports !activator / !caller|Attach the ornament to a different entity. Parameter should be the name of entity to attach to.}} | ||
{{I|Detach|param=void|Detach from the Target Entity and become invisible. The ornament can be re-attached with the <code>SetAttached</code> input.}} | {{I|Detach|param=void|Detach from the Target Entity and become invisible. The ornament can be re-attached with the <code>SetAttached</code> input.}} | ||
Latest revision as of 12:14, 26 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 <targetname >
- supports !activator / !caller
Attach the ornament to a different entity. Parameter should be the name of entity to attach to.
- Detach <void>
- 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.