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Prop dynamic ornament: Difference between revisions

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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. (supports [[!activator]]/!caller targetnames)}}
{{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

C++ Class hierarchy
COrnamentProp
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_dynamic_ornament is a model 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 <targetnameRedirectInput/string>
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.
Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_dynamic.

See Also