Filter enemy

From Valve Developer Community

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

Table of contents

Entity Description

Filters enemies based on a set of criteria

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.
  • 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

  • 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