Filter damage type
From Valve Developer Community
This point-based entity is available in all Source games.
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Entity Description
A damage filter that filters by the type of damage inflicted. This can only be used as a damage filter, not as an activator filter.
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- Negated
- <boolean> If set, the resulting filter will be negated.
- damagetype
- <choices> The damage type to filter by. If the filter mode is Allow, only damage types that match will pass the filter. If the filter mode is Disallow, all damage types EXCEPT those who match will pass the filter.
Literal value Description 0 GENERIC 1 CRUSH 2 BULLET 4 SLASH 8 BURN 16 FREEZE 32 FALL 64 BLAST 128 CLUB 256 SHOCK 512 SONIC 1024 ENERGYBEAM 16384 DROWN 32768 PARALYSE 65536 NERVEGAS 131072 POISON 262144 RADIATION 524288 DROWNRECOVER 1048576 CHEMICAL 2097152 SLOWBURN 4194304 SLOWFREEZE
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Inputs
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- TestActivator
- Test the activator against the filter and fires OnPass or OnFail output.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- OnPass
- Fired in response to TestActivator input if the activator passes the filter.
- !activator = activator
- OnFail
- Fired in response to TestActivator input if the activator fails to pass the filter.
- !activator = activator
