filter_multi
This article needs more links to other articles to help integrate it into the encyclopedia. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024
January 2024
Class hierarchy |
---|
CFilterMultiple |
filters.cpp
|
filter_multi
is a point entity available in all Source games. It is a filter that tests the activator against multiple other filters. This allows you to build more complex filters, such as "Allow anyone on Team 1 who is also class engineer", or "Allow everything except classes npc_zombie
and npc_headcrab
". filter_multi
can even be used with other filter_multi
s.
Keyvalues
- Name
(targetname)
<string> - 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
- Logic Type
(FilterType)
<choices> - Boolean logic applied when testing the filters. See logic gate for information on more complex checking patterns.
- 0: AND (all filters must pass)
- 1: OR (any filter must pass)
- Filter 1
(Filter01)
to Filter 5(Filter05)
<filter> - Activator filter to test.
- Filter 6
(Filter06)
to Filter 10(Filter10)
<filter> (in all games since ) - Activator filter to test.
BaseFilter:
- Negate Outcome
(Negated)
<boolean> - Whether to negate the result of the sub-filters, after combining them using the Logic Type chosen. Negating the outcome using the AND logic type means that any sub-filter must fail for this filter to pass. Negating the outcome using the OR logic type means that all sub-filters must fail for this filter to 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.