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filter_vr_grenade

filter_vr_grenade icon

Point Entity

A filter that filters for VR Grenades

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
  • Is Not Armed (IsNotArmed) <Boolean>
    Filter for unarmed Grenades. If you don't care about grenade state select Armed and Not armed

  • Is Armed (IsArmed) <Boolean>
    Filter for Armed Grenades

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.