filter_activator_flag

From Valve Developer Community
Jump to: navigation, search
Filter class.png

filter_activator_flag is a point entity available in Black Mesa Black Mesa. It is a filter that checks the flag of the activator. The "flag" is specific state of activator, chosen in Flag property.

Tip.pngTip: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 or target).
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 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.