filter_damage_type
filter_damage_type
is a point entity available in all Source games.
It is a damage filter that filters by the type of damage inflicted.
class hierarchy |
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FilterDamageType defined in filters.cpp
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Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Damage type
(damagetype)
<choices> - The damage type to filter by. The page linked to above has a more complete list. Similar to spawnflags, these types can be combined by adding their numbers together, but damage events must match the types perfectly.
Note:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
Tip: Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.
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BaseFilter:
- Filter mode
(Negated)
<boolean> - Inverts the filter, making the specified criteria fail and all others pass.
Inputs
BaseFilter:
TestActivator
- Tests the entity that called the input (the
!activator
) against the filter, and fires either theOnPass
orOnFail
output. - 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 theOnEndTouch
output of a trigger.
Outputs
BaseFilter:
OnPass
OnFail
- One of these will fire when
TestActivator
input is sent, depending on if the activator is allowed by the filter or not.