- Jul 8, 2018
- 183
- 38
For example, if I wanted to make a prop_dynamic of a heavy player model with a hat on, could I do that? And if so, how?
I'm very new, so please excuse this question, but what does "OnUser1" mean? If I just want it to stay on all the time, would I just stick with that? Do I have to set up a command at the beginning of the round that activates that?Player models already have attachment points, so you could use those to parent another prop_dynamic with the model of your desired hat to them.
OnUser outputs get executed, when another entity fires a FireUser input.
In your case just put those into a logic_auto entity and instead of OnUser1, put OnMapSpawn. It will then fire as soon as the map loads up.
You can also define parent entities in the base properties of your hat prop, but you can't define the "head" attachment there, afaik.
He wasn't talking about attaching to the player itself, but about a prop_dynamic with the heavy player model.
Well at least he now has been shown multiple options on how to achieve what he wants.
He wants to attach a hat to a prop_dynamic heavy, so therefore this needs to be done
Give the heavy prop_dynamic a name
Create a prop_dynamic_ornament, give it the hat model
Set its Target Entity to the name of the heavy prop_dynamic
Done, the hat will now be attached to then heavy properly ingame ( any cosmetic will work )
Aw, guys, C'mon. You don't need to fight over me! Thanks for the help, I will make sure to use it.Well at least he now has been shown multiple options on how to achieve what he wants.
Aw, guys, C'mon. You don't need to fight over me! Thanks for the help, I will make sure to use it.