filter_damage_type
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Class hierarchy |
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FilterDamageType |
filters.cpp |
filter_damage_type
is a point 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.
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 - 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.VEHICLE
is namedFREEZE
ACID
is namedCHEMICAL
REMOVENORAGDOLL
is 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: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
- Tests the entity that called the input (the !activator) against the filter, and fires either the
OnPass
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 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.