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A paint sprayer in action.

[Portal 2] 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.png 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.


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.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <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 (thinkfunction) <string> (in all games since <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.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


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.


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.


Tell the paint sprayer to start spraying.
Tell the paint sprayer to stop spraying.
ChangePaintType <integer>
Change the type of paint being sprayed.


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <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> (in all games since <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.png 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.png 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> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving 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.


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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.



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><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

See also