filter_multi
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
A filter that tests the activator against multiple filters. This allows you to build more complex filters, such as'Allow anyone on Team 1 who is also class engineer', or 'Allow everyone except classes npc_zombie and npc_headcrab'.
Keyvalues
-
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
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
-
Logic Type (
filtertype
) <Choices
>- AND (all filters must pass)
- OR (any filter must pass)
-
Negate Outcome (
Negated
) <Choices
>
Whether to negate the result of the subfilters, after combining them using the Logic Type chosen. Negating the outcome using the AND logic type means that any subfilter must fail for this filter to pass. Negating the outcome using the OR logic type means that all subfilters must fail for this filter to pass.- No
- Yes
-
Filter 1 (
Filter01
) <FilterClass
>
Activator filter to test. -
Filter 2 (
Filter02
) <FilterClass
>
Activator filter to test. -
Filter 3 (
Filter03
) <FilterClass
>
Activator filter to test. -
Filter 4 (
Filter04
) <FilterClass
>
Activator filter to test. -
Filter 5 (
Filter05
) <FilterClass
>
Activator filter to test. -
Filter 6 (
Filter06
) <FilterClass
>
Activator filter to test. -
Filter 7 (
Filter07
) <FilterClass
>
Activator filter to test. -
Filter 8 (
Filter08
) <FilterClass
>
Activator filter to test. -
Filter 9 (
Filter09
) <FilterClass
>
Activator filter to test. -
Filter 10 (
Filter10
) <FilterClass
>
Activator filter to test.
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. -
AddFilter <
Cpp
>\ -
RemoveFilter <
Cpp
>\
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.
Point Entity
A filter that tests the activator against multiple filters. This allows you to build more complex filters, such as'Allow anyone on Team 1 who is also class engineer', or 'Allow everyone except classes npc_zombie and npc_headcrab'.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
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
-
Logic Type (
filtertype
) <Choices
>- AND (all filters must pass)
- OR (any filter must pass)
-
Negate Outcome (
Negated
) <Choices
>
Whether to negate the result of the subfilters, after combining them using the Logic Type chosen. Negating the outcome using the AND logic type means that any subfilter must fail for this filter to pass. Negating the outcome using the OR logic type means that all subfilters must fail for this filter to pass.- No
- Yes
-
Filter 1 (
Filter01
) <FilterClass
>
Activator filter to test. -
Filter 2 (
Filter02
) <FilterClass
>
Activator filter to test. -
Filter 3 (
Filter03
) <FilterClass
>
Activator filter to test. -
Filter 4 (
Filter04
) <FilterClass
>
Activator filter to test. -
Filter 5 (
Filter05
) <FilterClass
>
Activator filter to test. -
Filter 6 (
Filter06
) <FilterClass
>
Activator filter to test. -
Filter 7 (
Filter07
) <FilterClass
>
Activator filter to test. -
Filter 8 (
Filter08
) <FilterClass
>
Activator filter to test. -
Filter 9 (
Filter09
) <FilterClass
>
Activator filter to test. -
Filter 10 (
Filter10
) <FilterClass
>
Activator filter to test.
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. -
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. -
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.
Point Entity
A filter that tests the activator against multiple filters. This allows you to build more complex filters, such as'Allow anyone on Team 1 who is also class engineer', or 'Allow everyone except classes npc_zombie and npc_headcrab'.
Keyvalues
-
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
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
-
Logic Type (
filtertype
) <Choices
>- AND (all filters must pass)
- OR (any filter must pass)
-
Negate Outcome (
Negated
) <Choices
>
Whether to negate the result of the subfilters, after combining them using the Logic Type chosen. Negating the outcome using the AND logic type means that any subfilter must fail for this filter to pass. Negating the outcome using the OR logic type means that all subfilters must fail for this filter to pass.- No
- Yes
-
Filter 1 (
Filter01
) <FilterClass
>
Activator filter to test. -
Filter 2 (
Filter02
) <FilterClass
>
Activator filter to test. -
Filter 3 (
Filter03
) <FilterClass
>
Activator filter to test. -
Filter 4 (
Filter04
) <FilterClass
>
Activator filter to test. -
Filter 5 (
Filter05
) <FilterClass
>
Activator filter to test. -
Filter 6 (
Filter06
) <FilterClass
>
Activator filter to test. -
Filter 7 (
Filter07
) <FilterClass
>
Activator filter to test. -
Filter 8 (
Filter08
) <FilterClass
>
Activator filter to test. -
Filter 9 (
Filter09
) <FilterClass
>
Activator filter to test. -
Filter 10 (
Filter10
) <FilterClass
>
Activator filter to test.
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. -
AddFilter <
Cpp
>\ -
RemoveFilter <
Cpp
>\
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.
Point Entity
A filter that tests the activator against multiple filters. This allows you to build more complex filters, such as'Allow anyone on Team 1 who is also class engineer', or 'Allow everyone except classes npc_zombie and npc_headcrab'.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
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
-
Logic Type (
filtertype
) <Choices
>- AND (all filters must pass)
- OR (any filter must pass)
-
Negate Outcome (
Negated
) <Choices
>
Whether to negate the result of the subfilters, after combining them using the Logic Type chosen. Negating the outcome using the AND logic type means that any subfilter must fail for this filter to pass. Negating the outcome using the OR logic type means that all subfilters must fail for this filter to pass.- No
- Yes
-
Filter 1 (
Filter01
) <FilterClass
>
Activator filter to test. -
Filter 2 (
Filter02
) <FilterClass
>
Activator filter to test. -
Filter 3 (
Filter03
) <FilterClass
>
Activator filter to test. -
Filter 4 (
Filter04
) <FilterClass
>
Activator filter to test. -
Filter 5 (
Filter05
) <FilterClass
>
Activator filter to test. -
Filter 6 (
Filter06
) <FilterClass
>
Activator filter to test. -
Filter 7 (
Filter07
) <FilterClass
>
Activator filter to test. -
Filter 8 (
Filter08
) <FilterClass
>
Activator filter to test. -
Filter 9 (
Filter09
) <FilterClass
>
Activator filter to test. -
Filter 10 (
Filter10
) <FilterClass
>
Activator filter to test.
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. -
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. -
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.