Difference between revisions of "Info paint sprayer"

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(Keyvalues: added keyvalue from FGD)
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==Keyvalues==
 
==Keyvalues==
 
{{KV|Max number of blobs|integer|Max number of blobs that sprayer can spawn in the world (1-250).}}
 
{{KV|Max number of blobs|integer|Max number of blobs that sprayer can spawn in the world (1-250).}}
 +
{{KV|Light Position Name|string|Name of the entity we want to use as blobs light position.}}
 
{{KV|Start Active?|boolean|Start spraying paint when the map spawns.}}
 
{{KV|Start Active?|boolean|Start spraying paint when the map spawns.}}
 
{{KV|Silent?|boolean|If this flag is true, blobs will only paint (no render, effect, or sound)}}
 
{{KV|Silent?|boolean|If this flag is true, blobs will only paint (no render, effect, or sound)}}

Revision as of 20:45, 2 June 2012

A paint sprayer in action.

[Portal 2] info_paint_sprayer is a point entity available in Portal 2. 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:You must enable the "Paint in map" worldspawn property before surfaces can be painted. Otherwise the paint will just disappear when it hits something.

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 <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

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) <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.

Targetname:

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 than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
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 <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !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.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

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 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.

See also