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filter_damage_type

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filter_damage_type is a point entity available in all Source Source games.

English (en)
Edit

It is a damage filter that filters by the type of damage inflicted.

class hierarchy
FilterDamageType defined in filters.cpp
CBaseFilter
CLogicalEntity
CServerOnlyEntity
CBaseEntity

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Damage type (damagetype) <choices>
The damage type to filter by. The page linked to above has a more complete list. Similar to spawnflags, these types can be combined by adding their numbers together, but damage events must match the types perfectly.
  • 0: GENERIC
  • 1: CRUSH
  • 2: BULLET
  • 4: SLASH
  • 8: BURN
  • 16: VEHICLE / (TRAIN Team Fortress 2)
  • 32: FALL
  • 64: BLAST
  • 128: CLUB
  • 256: SHOCK (Spawns particle with missing texture in Left 4 Dead 2)
  • 512: SONIC
  • 1024: ENERGYBEAM
  • 16384: DROWN
  • 32768: PARALYSE
  • 65536: NERVEGAS / (SAWBLADE Team Fortress 2)
  • 131072: POISON
  • 262144: RADIATION
  • 524288: DROWNRECOVER
  • 1048576: ACID / (CRITICAL Team Fortress 2)
  • 2097152: SLOWBURN
  • 4194304: REMOVENORAGDOLL
  • 16777216: FULLGIB (in Left 4 Dead series)
Note.pngNote:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
  • VEHICLE is named FREEZE
  • ACID is named CHEMICAL
  • REMOVENORAGDOLL is named SLOWFREEZE
Tip.pngTip:Team Fortress 2 Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.
Icon-Bug.pngBug:At least in Counter-Strike: Global Offensive and Counter-Strike: Source, DMG_DROWN and DMG_DROWNRECOVER from the water can't be filtered correctly by this entity.

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.

Prefabs