info_paint_sprayer

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A paint sprayer in action.

info_paint_sprayer is a point entity available in Portal 2 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.pngNote: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 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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> (in all games since Left 4 Dead 2) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since 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> (in all games since 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 Left 4 Dead)
This output fires when the entity is killed and removed from the game.

See also