Filter: Difference between revisions

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A filter is an entity that receives event triggering entities and filters them.
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Here are all the filter entities:
==For Mappers==
* [[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 Types|damage type]].
* [[filter_multi]] - Manages multiple filters.


For a more explanatory description of these filters, see [[Filter Applications]].
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]].


==Examples==
'''Filters can be mixed and matched with [[filter_multi]].'''
 
=== Examples ===
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*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.
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*[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.
*[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:Glossary]]

Revision as of 07:42, 17 May 2008

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 prop_combine_ball.
filter_damage_type
Filters damage events by damage type.

Filters can be mixed and matched with filter_multi.

Examples

  • Download - An example map using filters to lock and unlock a door by detection of the presence of crates and barrels.

See also

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.