filter_melee_damage

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C++ Class hierarchy
FilterMeleeDamage
CBaseFilter
CLogicalEntity
CServerOnlyEntity
CBaseEntity

filter_melee_damage is a point available in Left 4 Dead 2 Left 4 Dead 2. It is a damage filter that filters by the damage, allowing only melee damage. It can also filter between slicing and bludgeoning damage.

Keyvalues

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

Damage type (damagetype) <choices>
The damage type to filter by. Allows the specified damage type.
All Melee Damage : [0]
only SLASH : [4]
only CLUB : [128]

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.