filter_activator_class
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Class hierarchy |
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CFilterClass |
filters.cpp |
filter_activator_class
is a point entity available in all Source games. It is a filter that checks the classname (keyvalue) of the activator.
Tip: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: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
ortarget
).
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
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 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.