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filter_activator_class

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C++ Class hierarchy
CFilterClass
CBaseFilter
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ filters.cpp
Filter class.png

filter_activator_class is an e0 available in all Source Source games. It is a filter that checks the classname (keyvalue) of the activator.

Tip.pngTip:Using the AddOutput input, it is possible to change the classname of an entity. This changes what filters see, but not the functionality of the entity, as long as the player does not save and reload the map after changing the classname.
C++ In code, it is represented by theCFilterClassclass, defined in thefilters.cppfile.

Keyvalues

Filter Classname (filterclass) <string>
The classname to filter by.

BaseFilter:

Filter mode (Negated) <boolean>
Inverts the filter, making the specified criteria fail and all others pass.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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.

See Also