Filter health

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Revision as of 03:53, 12 August 2011 by Barracuda (talk | contribs)
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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 <variantRedirectInput/variant>
Tests the entity that called the input (the !activator) against the filter, and fires either the OnPass or OnFail output. (the parameter it takes is unused)
Icon-Bug.pngBug: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 when TestActivator input is sent, depending on if the activator is allowed by the filter or not.