Filter multi
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Template:Base point It is a filter that tests the activator against multiple other filters. This allows you to build more complex filters, such as "Allow anyone on Team 1 who is also class engineer", or "Allow everything except classes npc_zombie and npc_headcrab". filter_multi
can even be used with other filter_multi
s.
Keyvalues
- Logic Type (FilterType) ([todo internal name (i)]) <choices>
- Boolean logic applied when testing the filters. See logic gate for information on more complex checking patterns.
- 0: AND (all filters must pass)
- 1: OR (any filter must pass)
- Filter 1 (Filter01) ([todo internal name (i)]) to Filter 5 (Filter05) <filter>
- Activator filter to test.
- Filter 6 (Filter06) ([todo internal name (i)]) to Filter 10 (Filter10) <filter> (in all games since
)
- Activator filter to test.
BaseFilter:
- Negate Outcome (Negated) ([todo internal name (i)]) <boolean>
- Whether to negate the result of the sub-filters, after combining them using the Logic Type chosen. Negating the outcome using the AND logic type means that any sub-filter must fail for this filter to pass. Negating the outcome using the OR logic type means that all sub-filters must fail for this filter to 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.