Difference between revisions of "Filter tf player can cap"

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A filter that filters players that are allowed to capture objectives.
 
A filter that filters players that are allowed to capture objectives.
  
If the filter mode is Allow, only eligible players will pass the filter. If the filter mode is Disallow, all entities '''exept''' those players will be allowed.
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If the filter mode is Allow, only eligible players will pass the filter. If the filter mode is Disallow, all entities '''except''' those players will be allowed.
 
{{clr}}
 
{{clr}}
 
Players are not allowed to capture objectives if they are:
 
Players are not allowed to capture objectives if they are:

Revision as of 14:59, 24 January 2014

<Team Fortress 2> filter_tf_player_can_cap is a point entity available in Team Fortress 2.

Entity description

Filter team.png

A filter that filters players that are allowed to capture objectives.

If the filter mode is Allow, only eligible players will pass the filter. If the filter mode is Disallow, all entities except those players will be allowed.

Players are not allowed to capture objectives if they are:

  • Disguised
  • Cloaked
  • Invulnerable

Keyvalues

TeamNum:

Initial Team (TeamNum, teamnumber (only in <Counter-Strike: Global Offensive>)) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator
  • 2: Red <Team Fortress 2>, Survivors <Left 4 Dead> <Left 4 Dead 2>, Terrorists <Counter-Strike: Source> <Counter-Strike: Global Offensive>
  • 3: Blue <Team Fortress 2>, Infected <Left 4 Dead> <Left 4 Dead 2>, Counter-Terrorists <Counter-Strike: Source> <Counter-Strike: Global Offensive>

BaseFilter:

Filter mode (Negated) <boolean>
Inverts the filter, making the specified criteria fail and all others pass.

Inputs

TFTeam:

SetTeam <integer>
Changes the entity's Team keyvalue.

BaseFilter:

TestActivator
Tests the entity that called the input (the !activator) against the filter, and fires either the OnPass or OnFail output.
Bug.png 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
One of these will fire when TestActivator input is sent, depending on if the activator is allowed by the filter or not.