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[Tutorial] Filtering a trigger

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By the way, if for example a trigger is going to be triggered by any physics stuff, it's better to use a filter_activator_class instead, so you don't have to name all your physics stuff.

http://www.dpgames.co.uk/

Sanity is not statistical.
espen180 wrote:
Why does this need a tutorial? All you will ever need to know about this can be found over at developer.valvesoftware.com

bscly

Maybe we should make a "Useful Mapping Links" sticky or something.

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youme wrote:
!player and anything that activates it is !activator

thanks mate.

Hober wrote:
What about *prop*? Would that effect "NPC_prop_funk"?

http://developer.valvesoftware.com/wiki/Targetname

Quote:
Notes

There are several extended features to name searches that are useful in a variety of situations. The most common use is to target an entity with an unknown name that is somehow involved in the current I/O chain. The extended features are:

* Wildcards

Name searching supports trailing * wildcards only. So searching for area1* will match any targetnames that start with area1 (i.e. area1_portal and area1_door, but not area2_door).

This was pulled by looking for filter_activator_name and clicking on targetname.

So, no, starting * will not work unfortunately, but this is according to Valve's information, so feel free to test to verify, I'm not running Hammer atm ^^

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