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filter_activator_team

Non FGDNon FGD
This page is for an entity which exists in engine code, but not in the FGD, you will need to change the classname of the entity and add the keyvalues manually in Hammer!
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Point Entity

A filter that filters by the team of the activator.

Keyvalues

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Filter mode (Negated) <Choices>
    If set to Allow, only entities who match the criteria will pass the filter. If set to Disallow, only entities who do NOT match the criteria will pass the filter.

    • Allow entities that match criteria
    • Disallow entities that match criteria
  • Filter Team Number (filterteam) <Integer>
    The team number to filter by. If the filter mode is Allow, only entities whose team matches the given string will pass the filter. If the filter mode is Disallow, all entities EXCEPT those whose team matches the given string will pass the filter.

    • 0 - Everyone
    • 2 - Terrorists
    • 3 - Counter-Terrorists

Inputs

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • TestActivator <Void>
    Test the activator against the filter and fires OnPass or OnFail output.

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.

  • OnPass <Void>
    Fired in response to TestActivator input if the activator passes the filter.

  • OnFail <Void>
    Fired in response to TestActivator input if the activator fails to pass the filter.