filter_enemy

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This Point-based Entity is available in all Source Games using the Episode 1 Engine.

Contents

Entity Description

Filters enemies based on a set of criteria

Keyvalues

  • 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.
  • filtername
<filterclass> Enemy name; See targetname
  • filter_radius
<float> Radius by which to test the proximity of the enemy. If the filter mode is Allow, only entities whose distance is equal to or closer than the radius will pass the filter. If the filter mode is Disallow, all entities outside the radius will pass the filter.
  • filter_outer_radius
<float> Enemies outside this radius are considered invalid if Allow is set and valid if Disallow is set.
  • filter_max_per_enemy
<integer> Maximum number of squadmates allowed to target any given entity.

Flags

  • 1 : Do not lose target if already acquired but filter failed.

Inputs

  • BaseFilter:

TestActivator
Tests the entity that called the input (the !activator) against the filter, and fires either the OnPass or OnFail output.
Warning:Calling this input from the OnEndTouch output 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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

  • BaseFilter:

OnPass
OnFail
Fired if in response to the TestActivator input.

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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