prop_paint_bomb
Todo:The deprecated template
{{Base point}}
, {{Point ent}}
or {{Tf2 point}}
(and similar) was used. Use {{Entity}}
instead.prop_paint_bomb
is a point entity available in Portal 2. It is a paint bomb that explodes on impact.

worldspawn
before applying on surfaces. Maps that do not use gel can save significant resources by avoiding gel code.

model
keyvalue set will display a warning message in the console each time they spawn. This can be set to any valid model (such as error.mdl
, which would already be loaded), and is not actually rendered or used in any way.
props/futbol.mdl
) for their collisions. Standalone mods that use paint bombs must include this model in order for them to work correctly. The materials are not needed.
Keyvalues
- Paint Type <choices>
- The type of paint to explode.
- 0 : Bounce
- 2 : Speed
- 3 : Portal
- 4 : Erase
- Bomb Type <choices>
- The type of explosion.
- 0 : Dry Bomb
- 1 : Wet Bomb
- Allow Portal Funneling <boolean>
- Whether or not this object should auto-funnel into a portal.
- Play Spawn Sound <boolean>
- Whether or not this bomb should play a sound on spawn.
- Allow SilentDissolve input <boolean>
- Allow the SilentDissolve input to dissolve this bomb.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
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
Dissolve
- Dissolves the paint bomb.
SilentDissolve
- Kills the paint bomb and fires its OnFizzled output.
EnablePortalFunnel
- Enable portal funneling behavior.
DisablePortalFunnel
- Disable portal funneling behavior.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
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:
Syntax:
// 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
<script> (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.



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.
Outputs
OnFizzled
- Fired when a paint bomb is fizzled.
OnExploded
- Fired when a paint bomb explodes.
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.