filter_damage_type
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FilterDamageType |
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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>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
Damage types Expand
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
OnPass
orOnFail
output. (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
OnPass
output to fire otherwise alwaysOnFail
Outputs
BaseFilter:
- OnPass
- OnFail
- !activator = activator of TestActivator input
!caller = this entity
One of these will fire whenTestActivator
input is sent, depending on if the activator is allowed by the filter or not.