filter_multi
From Valve Developer Community
filter_multi is a point entity available in all Source games. It is a filter that combines other filters. AND and OR logic is supported, as well as negation.
See Also
Keyvalues
- Logic Type
<choices> - Boolean logic applied when testing the filters.
- AND (all filters must pass)
- OR (any filter must pass)
- Negate Outcome
<bool> - Whether to negate the final result from the subfilters.
To do: What of BaseFilter's negate KV?
- Negating the outcome using the AND logic type means that any subfilter must fail for this filter to pass.
- Negating the outcome using the OR logic type means that all subfilters must fail for this filter to pass.
- Filter 1 to Filter 5
<targetname> - The filter entities to combine.
BaseFilter:
- Negated
<bool> - Inverts the filter, making the specified concept fail and all others pass.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Inputs
BaseFilter:
-
TestActivator - Tests the entity that called the input (the !activator) against the filter, and fires either the
OnPassorOnFailoutput.
Warning:Calling this input from the OnEndTouchoutput of a trigger will crash the server if a client disconnects within it!
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
BaseFilter:
-
OnPass -
OnFail - Fired if in response to the
TestActivatorinput.
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.

