filter_activator_flag
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filter_activator_flag
is a point entity available in Black Mesa. It is a filter that checks the flag of the activator. The "flag" is specific state of activator, chosen in Flag property.
Represented by class FilterActivatorFlag
.
Tip:Using the AddOutput input, it is possible to change value for Flag property.
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
- Flag (flag) <choices>
- The flag to filter by.
- 0: None: Does nothing.
- 1: On ground: Activator must touch surface, will not work if activator in air.
- 2: Crouching: Activator must crouch, only for player and bots.
- 2097152: Grenade: Activator must have grenade_ prefix in entity classname. In a normal situation, triggers don't work with such entities (with exception of trigger_weaponfire).
- 268435456: On fire: Activator must be ignited, also works with prop_flare if it is turned on.
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.