Filter health
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Template:L4d2 point It is a damage filter that filters based on if the entity causing the damage has adrenaline active or not.
Keyvalues
- Adrenaline presence ([todo internal name (i)]) <choices>
- Allows this state of adrenaline on the attacker to pass the filter.
- 0 : only inactive
- 1 : only active
- Min Health ([todo internal name (i)]) <integer>
- The lower bound on player health that will pass this filter (inclusive).
- Max Health ([todo internal name (i)]) <integer>
- The upper bound on player health that will pass this filter (inclusive).
BaseFilter:
- Filter mode (Negated) <boolean>
- Inverts the filter, making the specified criteria fail and all others pass.
Inputs
BaseFilter:
- TestActivator <variant >
- Tests the entity that called the input (the !activator) against the filter, and fires either the
OnPass
orOnFail
output. (the parameter it takes is unused)Bug:Calling this input will cause the server to crash if the !activator entity no longer exists. Do not use this input to test any entities which may be asynchronously deleted, such as players or projectiles, or in an i/o chain which might be initiated by entity deletion, such as the
OnEndTouch
output of a trigger.
Outputs
BaseFilter:
- OnPass
- OnFail
- !activator = activator of TestActivator input
!caller = this entity
One of these will fire whenTestActivator
input is sent, depending on if the activator is allowed by the filter or not.