filter_activator_tfteam

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Filter team.png
C++ Class hierarchy
CFilterTFTeam
↳CBaseFilter
↳CLogicalEntity
↳CServerOnlyEntity
↳CBaseEntity
C++ tf_filters.cpp

filter_activator_tfteam is a logical entity available in Team Fortress 2 Team Fortress 2. It's a filter that filters by the team of the activator. (See Filter Applications) It will allow the winning team in addition to the set team during the humiliation period. The main differences between this entity and filter_activator_team is that this filter can be associated with a control point to automatically set a team, and the team can be manually changed using the SetTeam input.

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
Associated Control Point (controlpoint) <targetname>
The team_control_point associated with this filter. The filter does NOT need an associated control point to function properly, but ownership of the control point will control the team number the filter uses (setup during each round start).
Initial Team (TeamNum) <integer choices>
Which team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


BaseFilter:

Filter mode (Negated) <boolean>
Inverts the filter, making the specified criteria fail and all others pass.

Inputs

SetTeam <integerRedirectInput/integer>
Changes the entity's team.

BaseFilter:

TestActivator <variantRedirectInput/variant>
Tests the entity that called the input (the !activator) against the filter, and fires either the OnPass or OnFail output. (the parameter it takes is unused)
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. This crash may be more likely to occur if a delay is set on the calling output.
RoundSpawn <void> !FGD Obsolete
Deprecated.
Does absolutely nothing.
RoundActivate <void> !FGD
Checks the current owner of the assigned control point, and sets team accordingly.

Outputs

BaseFilter:

OnPass
OnFail
!activator = activator of TestActivator input
!caller = this entity
One of these will fire when TestActivator input is sent, depending on if the activator is allowed by the filter or not.

See also