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==Examples== | ==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/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/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://www.sdknuts.com/tutorials/wiseNPC06.asp - A damage filter is used to shield a citizen NPC from damage from a helicopter. | ||
*[http:// | --> | ||
*[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. | |||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 12:20, 20 February 2008
A filter is an entity that receives event triggering entities and filters them.
Here are all the filter entities:
- filter_activator_class - Filters according to the class of the activator.
- filter_activator_name - Filters according to the targetname of the activator.
- filter_activator_team - Filters according to the team of the activator.
- filter_combineball_type - Filters according to the type of the combine ball.
- filter_damage_type - Filters damage according to damage type.
- filter_multi - Manages multiple filters.
For a more explanatory description of these filters, see Filter Applications.
Examples
- Download - An example map using filters to lock and unlock a door by detection of the presence of crates and barrels.