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In-game screenshot of a prop_exploding_futbol_spawner, holding a spawned prop_exploding_futbol.

[Portal 2] prop_exploding_futbol is a point entity available in Portal 2.

Entity description

It creates a bomb that explodes as soon as it touches the world or any player/NPC. This is spawned by a prop_exploding_futbol_spawner, but can also be placed manually for whatever reason it needs to be.

FGD Code

@PointClass base(BasePropPhysics, Breakable) sphere(fademindist) sphere(fademaxdist) studio("models/npcs/personality_sphere_angry.mdl") = prop_exploding_futbol :
	"Exploding futbol"
	spawnflags(flags) =
		256 : "????" : 1
		512 : "????" : 1

	ExplodeOnTouch(boolean) : "Explode on touch" : 1 : "Explode futbol when touching a surface?"

	input Explode(void) : "Explode futbol"


  • 256 : ????
  • 512 : ????


  • 1: Start Asleep.
  • 2: Don't take physics damage.
  • 4: Debris - Don't collide with the player or other debris.
  • 8: Motion Disabled.
  • 64: Enable motion when grabbed by gravity gun.
  • 128: Not affected by rotor wash.
  • 256: Generate output on +use.
  • 512: Prevent pickup.
  • 1024: Prevent motion enable on player bump.
  • 4096: Debris with trigger interaction.
  • 8192: Force server-side (Multiplayer only; see sv_pushaway_clientside_size)
  • 1048576: Gravity gun can ALWAYS pick up. No matter what.


  • 16: Break on Touch
  • 32: Break on Pressure


Explode on touch <boolean>
Explode futbol when touching a surface?


Explosion Damage (ExplodeDamage) <float>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
Explodsion Radius (ExplodeRadius) <float>
If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
Break Model Message (BreakModelMessage) <string>
"If set, will use this break model message instead of the normal break behavior."
Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
Min Damage to Hurt (minhealthdmg) <integer>
If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
Pressure Delay (PressureDelay) <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (health) <integer>
How close to breaking the object is.
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Breakable By (BreakableType) <choices> (New with Left 4 Dead)
<Left 4 Dead><Left 4 Dead 2> only. Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks


Physics Impact Damage Scale (physdamagescale) <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type (Damagetype) <boolean>
If true (1), damage type is sharp and the object can slice others.
Damaging it Doesn't Push It (nodamageforces) <boolean>
Whether damaging the entity applies force to it.
Scale Factor For Inertia (inertiascale) <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Confirm:Doesn't actually affect inertia?
Mass Scale (massscale) <float>
Multiplier for the object's mass.
Override Parameters (overridescript) <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,....
Health Level to Override Motion (damagetoenablemotion) <integer>
If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.
Physics Impact Force to Override Motion (forcetoenablemotion) <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.


Minimum DX Level (mindxlevel)<choices>
Maximum DX Level (maxdxlevel)<choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Only used by Orange Box and 2013 SDK games.
Warning: If these are used, the object may break when the user switches their DirectX settings.
  • Default (no bounding)
  • DX7
  • DX8
  • DX8.1
  • DX9 SM2
  • DX9 SM3


World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin <Alien Swarm>) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
Cycle (cycle) <float> !FGD
The current frame of the currently playing animation, on a range from 0-1.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin. Not in <Left 4 Dead><Left 4 Dead 2>.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render FX / Transparency (0 - 255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Render FX (renderfx) <choices>
Preset pattern of appearance effects.
To do: 18-21, 25
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Model Index (modelindex) <short> !FGD
Changes the entitiy's model to a precached model on the map.
Warning: Using an invalid value will instantly crash the game, this includes 0 and 1.
Texture Frame (texframeindex) <integer>
The frame number for any animated textures on this entity.
Model Scale (modelscale) <float> (New with Half-Life 2: Episode Two / Source 2007) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in [Portal], <Left 4 Dead>, <Left 4 Dead 2>, sdk 2013.
Warning: Negative or extremely high values can cause crashes!
Minimum CPU Level (mincpulevel) <choices> (New with Left 4 Dead)
A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".
Maximum CPU Level (maxcpulevel) <choices> (New with Left 4 Dead)
  • 0: Default
  • 1: Low
  • 2: Medium
  • 3: High
Minimum GPU Level (mingpulevel) <choices> (New with Left 4 Dead)
Maximum GPU Level (maxgpulevel) <choices> (New with Left 4 Dead)
  • 0: Default
  • 1: Very low
  • 2: Low
  • 3: Medium
  • 4: High
Glow Backface Multiple (glowbackfacemult) <float> (New with Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) <choices> (New with Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.
Collision Group (CollisionGroup) <choices> (New with Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.
No Animation Sounds (SuppressAnimSounds) <boolean> (New with Portal 2) !FGD
Silences sounds linked to animations.
Disable ShadowDepth (disableshadowdepth) <boolean> (New with Portal 2)
Makes this entity not cast a shadow from env_projectedtextures.
Projected Texture Cache (shadowdepthnocache) <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0: Default
  • 1: No cache - render every frame
  • 2: Cache it - render only once
Disable Flashlight (disableflashlight) <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.


Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Pitch Yaw Roll (X Y Z) (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.
Note:This works on brush entities, although Hammer doesn't show the new angles.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,.... Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Local Time (ltime) <float> !FGD
The local time of the entity, independent of the global clock. Used mainly for physics calculations.
Next Think (nextthink) <float> !FGD
Amount of time before the entity thinks again.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
Disable for Xbox 360 (disableX360) <boolean> (New with Left 4 Dead 2) !FGD
If Yes, disables this entity on the Xbox 360 version of Source.
Entity Scripts (vscripts) <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 (thinkfunction) <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. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (New with Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!


Explode futbol


Tell the prop to quit moving. Any physics forces (excluding gravity and water buoyancy) will cause the object to resume moving as usual. Sleeping also occurs automatically when the object has no physics forces to keep it awake, and when it is no longer moving a noticeable amount.
If the object was told to sleep, tell it to start moving again.
Tell the object to stop moving completely. No physics forces will re-enable motion, not even Wake.
If the object's motion has been disabled entirely, tell it to resume movement as usual. This will also Wake the object, if it is Sleeping.
If the object would normally float when in water, tell it to not float. There seems to be no way to re-enable floating behavior, but programming a method to do this should be fairly simple (CALLBACK_DO_FLUID_SIMULATION).


physdamagescale  <float>
Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.


Breaks the breakable.
SetHealth  <integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth  <integer>
Adds health to the breakable.
RemoveHealth  <integer>
Removes health from the breakable.


skin  <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup  <integer>
Sets the the active $bodygroup.
Makes the entity catch on fire indefinitely.
IgniteLifetime  <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires  <integer>
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in <Left 4 Dead 2> onward.
IgniteHitboxFireScale  <float>
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in <Left 4 Dead 2> onward.
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin  <targetname>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack  <targetname>
Offsets the entity's lighting origin by their distance from an info_lighting_relative.
Note:Not available in <Left 4 Dead><Left 4 Dead 2>.
fademindist  <float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist  <float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale  <vector>
Only available for <Team Fortress 2><Half-Life 2>. Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Negative values are accepted. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
Tip:The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.

Warning: Negative or extremely high values can cause crashes!

Alpha  <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting  <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color  <color255>
Sets an RGB color for the entity.
SetDamageFilter  <targetname>
Sets a filter for this entity for when it receives damage.
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
Prevents the entity from being pushed by damage done to it.
Allows the entity to draw a render target shadow.
Prevents the entity from drawing a render target shadow.
EnableDraw  (New with Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (New with Portal 2)
Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
EnableReceivingFlashlight  (New with Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (New with Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
EnableDrawInFastReflection  (New with Portal 2)
Makes the entity be rendered in reflections from water materials using $reflectonlymarkedentities.
DisableDrawInFastReflection  (New with Portal 2)
Prevents the entity from rendering in fast reflections.


Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame.
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.
AddOutput  <string>
Evaluates a keyvalue/output on this entity.
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.
DispatchEffect  <string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse  <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext  <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext  <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext  <string>
Removes all contexts from this entity's list.
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 Portal 2) !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 Portal 2) !FGD
Set this entity's angles.



Fired when motion has been enabled on the prop, either via the Health Level to Override Motion keyvalue or from the EnableMotion input.
Fired when the prop has woken (force has been applied to it while it was asleep, or the Wake input has been called).
Fired whenever the object is detected to be outside the world. Specifically, it checks if the object is outside of the world's bounding box or if the object is traveling at over 2000 units per second in any cardinal direction.
Fired when the player has +used the prop.
Note:This output (but not any of the other pickup-related ones) will fire only if the Generate output on +USE spawnflag is set.
Fired when the player has dropped the prop (from either +use or the gravity gun). !activator is the player.
Fired when the player has picked the prop up with +use or the gravity gun (in Half-Life 2).

Breakable (prop):

Fired when damage is taken.

Breakable (common):

Fired when this object breaks. !activator is whatever breaks the object.
OnHealthChanged  <float>
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.


Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.
OnFizzled  (New with Portal 2)
Fired when this entity is fizzled by a fizzler or any other means. (Except the Dissolve input. Use SilentDissolve instead.)


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.

See also