filter_activator_tfteam
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filter_activator_tfteam
is a point entity available in Team Fortress 2.
Entity description

A filter that filters by the team of the activator. The team number to filter by. If the filter mode is Allow, only entities whose team number matches the given team will pass the filter. If the filter mode is Disallow, all entities except those whose team number matches the given team will pass the filter.
It will allow the winning team in addition to the set team during the humiliation period.
The main difference between this entity and filter_activator_team is that this filter can be associated with a control point.
Keyvalues
- Associated Control Point ([todo internal name (i)]) <targetname>
- The team_control_point associated with this filter. The filter does NOT need an associated control point to function properly, but ownership of the control point will control the team number the filter uses (setup during each round start).
TeamNum:
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in
) !FGD
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.