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filter_activator_class

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

filter_activator_class is a point entity 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.
Tip.pngTip:Applying this entity as a damage filter to NPCs will make the invulnerable and npc_kill will not work on them. This is observed in d1_town_05 on npc_citizen entities in warehouse.

Keyvalues

Name (targetname) <string>
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

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.

Inputs

BaseFilter:

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

See also