filter_damage_type
Jump to navigation
Jump to search

| FilterDamageType |
filter_damage_type is a logical entity available in all
Source games.
It is a damage filter that filters by the type of damage inflicted.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.
See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Damage type (damagetype) <flags>
- 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.
Damage types - 0: GENERIC
- 1: CRUSH
- 2: BULLET
- 4: SLASH
- 8: BURN
- 16: VEHICLE / (TRAIN
) - 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in
) - 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE
) - 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL
) - 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in

)
Note: Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
VEHICLEis namedFREEZEACIDis namedCHEMICALREMOVENORAGDOLLis namedSLOWFREEZE
Tip:
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.
Bug:In
Team Fortress 2, REMOVENORAGDOLL/SLOWFREEZEwill cause the killed player's cosmetics to appear floating above their observer target. (tested in:
)
Bug:At least in
and
, DMG_DROWN and DMG_DROWNRECOVER from the water can't be filtered correctly by this entity. [todo tested in ?]
BaseFilter:
- Filter mode (Negated) <boolean>
- Inverts the filter, making the specified criteria fail and all others pass.
Inputs
BaseFilter:
- TestActivator <variant>
- Tests the entity that called the input (the !activator) against the filter, and fires either the
OnPassorOnFailoutput. (the parameter it takes is unused)
Note: This filter doesn't cause the server to crash as most other filters do if activator entity no longer exists.
Note: If Negated is set to 0 this will always cause OnPassoutput to fire otherwise alwaysOnFail
Outputs
BaseFilter:
- OnPass
- OnFail
- !activator = activator of TestActivator input
!caller = this entity
One of these will fire whenTestActivatorinput is sent, depending on if the activator is allowed by the filter or not.