info_paint_sprayer
info_paint_sprayer
is a point entity available in Portal 2.
Entity description
It generates a flow of paint or paint cleanser. There are several paint spawner instances that you should consider using instead of creating this entity directly.
Note:Gel needs to have Paint in Map set to True in
worldspawn
before applying on surfaces. Maps that do not use gel can save significant resources by avoiding gel code.Keyvalues
- Max number of blobs
(???)
<integer> - Max number of blobs that sprayer can spawn in the world (1-250).
- Light Position Name
(???)
<string> - Name of the entity we want to use as blobs light position.
- Start Active?
(???)
<boolean> - Start spraying paint when the map spawns.
- Silent?
(???)
<boolean> - If this flag is true, blobs will only paint (no render, effect, or sound)
- DrawOnly?
(???)
<boolean> - If this flag is true, blobs will only render (no paint, effect, or sound)
- Paint Type
(???)
<choices> - The type of paint sprayed.
- 0 : Bounce
- 1 : Stick (scrapped wall walking paint; no effect in the released game; retconned into laser-reflection gel in dlc1)
- 2 : Speed
- 3 : Portal
- 4 : Erase
- Render Mode
(???)
<choices> - The mode to render blobs.
- 0 : Blobulator
- 1 : Fast Sphere
- Ambient Sound
(???)
<choices> - The sound to play when paint is flowing.
- 0 : None (silent)
- 1 : Drip
- 2 : Medium Flow
- 3 : Heavy Flow
- Blobs per second
(???)
<float> - The number of paint blobs sprayed per second.
- Min blob speed
(???)
<float> - The minimum speed of the sprayed blobs.
- Max blob speed
(???)
<float> - The maximum speed of the sprayed blobs.
- Blob spread radius
(???)
<float> - The starting radius of the spread of the blobs.
- Blob spread angle
(???)
<float> - The spread of the blobs along its direction vector (in degrees).
- Blob streak percentage
(???)
<float> - The percentage of blobs that will streak (0 - 100).
- Blob min streak time
(???)
<float> - The minimum time that the blobs will streak for.
- Blob max streak time
(???)
<float> - The maximum time that the blobs will streak for.
- Blob min streak speed dampen
(???)
<float> - The minimum speed dampening while streaking.
- Blob max streak speed dampen
(???)
<float> - The maximum speed dampening while streaking.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Parentname:
- Parent
(parentname)
<targetname> - Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Angles:
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Inputs
Start
- Tell the paint sprayer to start spraying.
Stop
- Tell the paint sprayer to stop spraying.
ChangePaintType
<integer>- Change the type of paint being sprayed.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<скрипт> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Parentname:
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.