Prop dynamic ornament: Difference between revisions
Jump to navigation
Jump to search
m (→Inputs: Fixed inputs) |
m (→Availability: class&file) |
||
Line 6: | Line 6: | ||
==Availability== | ==Availability== | ||
{{in game|point}} {{game-base}} | {{in game|point}} {{game-base}} | ||
{{in code|class= | {{in code|class=class_c_ornament_prop.html COrnamentProp|file=props_8cpp-source.html props.cpp}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 14:27, 2 August 2006
Entity Description
A way to attach one studio model to another as an ornament. It will render in the way that player/NPC weapons render.
Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- <choices> Collisions.
Literal value Description 0 Not Solid
- InitialOwner
- <string> Name of the entity that this ornament should attach to, at startup.
Flags
Inputs
- Template:I prop dynamic base
- SetAttached <target_destination>
- Attach the ornament to a different entity. Parameter should be the name of entity to attach to.
- Detach
- Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input.