filter_enemy
Class hierarchy |
---|
CFilterEnemy |
filters.cpp
|
filter_enemy
is a point entity available in all Source games. It is a filter intended to filter a potential enemy entity by a set of criteria. Despite the name, much of its functionality is not enemy-related, allowing it to be used as a name and proximity filter for any type of entity. Enmity and proximity are measured relative to the !caller.
Flags
Do not lose target if already acquired but filter failed. : [1]
Keyvalues
- Name/Classname
(filtername)
<string> - The classname or targetname to filter by. If no string is given, all entities will have further criteria tested. Entities for which further criteria are not tested will always pass the filter. A filtername of '!player' is treated specially and will pass if the enemy entity is a player.
- Radius
(filter_radius)
<float> - Radius an enemy must be within.
- Outer Radius
(filter_outer_radius)
<float> - Enemies outside this radius are considered invalid if Allow is set and valid if Disallow is set.
- Max Squadmates Per Enemy
(filter_max_per_enemy)
<integer> - Maximum number of squadmates allowed to target any given 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 theOnPass
orOnFail
output. - Bug: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 theOnEndTouch
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.