Filter damage type

From Valve Developer Community

This point-based entity is available in all Source games.

Table of contents

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.

Keyvalues

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

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.

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