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#redirect [[:Category:Filters]]
 
==For Mappers==
 
Filter entities can allow or disallow I/O or internal entity events with the following criteria:
 
;[[filter_activator_class]]
:[[Classname]] of the [[activator]].
;[[filter_activator_name]]
:[[Targetname]] of the activator.
;[[filter_activator_team]]
:[[Team]] of the activator.
;[[filter_combineball_type]]
:The type of <code>[[prop_combine_ball]]</code>.
;[[filter_damage_type]]
:Filters damage events by [[Damage Types|damage type]].
 
'''Filters can be mixed and matched with [[filter_multi]].'''
 
=== Examples ===
<!-- SDK nuts has closed. When (and if) these tutorials are ported onto the VDC, please link to them instead!
*http://www.sdknuts.com/tutorials/wiseAssault.asp - A name filter is used to make a sequence triggerable only by an NPC with a specific targetname.
*http://www.sdknuts.com/tutorials/wiseCrush.asp - A name filter is used to determine when two walls (with a specific targetname) has reached a certain position.
*http://www.sdknuts.com/tutorials/wiseNPC06.asp - A damage filter is used to shield a citizen NPC from damage from a helicopter.
-->
*[http://type3studios.com/downloads/tutorials/SdkNutsTutorials/wiseDoorFilter.zip Download] - An example map using filters to lock and unlock a door by detection of the presence of crates and barrels.
 
=== See also ===
*[[Filter Applications]]
 
==For Programmers==
 
A programmer does not need to use the filter entities above, since he or she already has direct access to all of the requisite data. Source's C++ filter classes are instead used to decide where data should be ''sent''.
 
*<code>[[CRecipientFilter]]</code>
*{{TODO|More...}}
 
[[Category:Glossary]]
[[Category:Filters|*]]

Latest revision as of 10:29, 30 July 2011

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