This article's documentation is for anything that uses the Source engine. Click here for more information.

filter_activator_team

From Valve Developer Community
Jump to navigation Jump to search
English (en)Translate (Translate)
Class hierarchy
FilterTeam
CBaseFilter
CLogicalEntity
CServerOnlyEntity
CBaseEntity
filters.cpp
Filter team.png

filter_activator_team is a point entity available in all Source Source games. This filter checks the TeamNum keyvalue of the activator. If the SetTeam input is used to change teams, it will read the parameter passed from the input instead.



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 Team Number (filterteam) <choices>
The team number to filter by. Values vary from game to game.

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.