Parenting items joins them together. Firstly,
choose which object you’d like others to stick to. This will be the PARENT object. Make sure
it has a name. Now, in other objects (Also known as CHILD entities), put the name of
the parent entity in the parent property. They will now follow it.
They don’t have to be physically touching to do this, and they will not act as solid
objects themselves in this state. If the parent object is destroyed, those that are parented
to it also break. You can break the link by using the ‘ClearParent’ output on the child
entity in question. Sadly, this doesn’t work with all objects.
For lights, only point_spotlight entities really work. You’ll have limited success with
light_dynamic and env_projectedtexture but they’re more hassle than they’re worth. All
hell can potentially break loose if you parent ropes to things, though that’s not necessarily
a bad thing. There are so many combinations that I cannot
cover them all, but here are some examples of parented objects-
This door has a func_breakable window parented to it. SMASH!
This weapon entity has an env_sprite entity parented to it. SHINY!
I tried parenting env_fire to this tree, but unfortunately it doesn’t work. You’ll have
to use an info_particle_system fire entity for this to work, and for CSGO you’d have
to make a custom one since it doesn’t come with any by default. Uh… it’s not happy
about it the fire. RUNAWAY!