Filter

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Revision as of 20:16, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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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.