Limited support
This feature is only present in Portal 2: Community Edition and Portal: Revolution.

POINT info_paint_sprayer

An entity that sprays Gel.

KeyValues

Max number of blobs <integer> = 250

Max number of blobs that sprayer can spawn in the world (1-250).

Light Position Name <target_destination>

Name of the entity we want to use as blobs light position.

Start Active? <boolean> = No

No description provided.

Silent? <boolean> = No

If this flag is true, blobs will only paint, appearing entirely invisible.

Draw Only? <boolean> = No

If this flag is true, blobs will only render, vanishing on contact with surfaces.

Render Mode <choices> = Blobulator (0)

The mode to render blobs. Appears non-functional.

Possible Values:

Name Value
Blobulator 0
Fast Sphere 1

Ambient Sound <choices> = None (silent) (0)

The sound to play when paint is flowing.

Possible Values:

Name Value
None (silent) 0
Drip 1
Medium Flow 2
Heavy Flow 3

Blobs per second <float> = 20

The number of paint blobs sprayed per second.

Min blob speed <float> = 100

The minimum speed of the sprayed blobs.

Max blob speed <float> = 100

The maximum speed of the sprayed blobs.

Blob spread radius <float> = 0

Blobs will spawn randomly within this radius.

Blob spread angle <float> = 8

The spread of the blobs along its direction vector (in degrees).

Blob streak percentage <float> = 0

The percentage of blobs that will streak (0 - 100).

Blob min streak time <float> = 0.2

The minimum time that the blobs will streak for.

Blob max streak time <float> = 0.5

The maximum time that the blobs will streak for.

Blob min streak speed dampen <float> = 500

The minimum speed dampening while streaking.

Blob max streak speed dampen <float> = 1000

The maximum speed dampening while streaking.

Min blob start size <float> = 0.5

The minimum start size of the sprayed blobs.

Max blob start size <float> = 0.7

The maximum start size of the sprayed blobs.

Min blob end size <float> = 0.5

The minimum end size of the sprayed blobs.

Max blob end size <float> = 0.7

The maximum end size of the sprayed blobs.

Min grow time <float> = 0.5

The minimum time to grow from start to end size.

Max grow time <float> = 1

The maximum time to grow from start to end size.

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <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.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inherited from BasePaintType

Paint Type <choices> = Repulsion Gel (0)

The type of Gel created.

Possible Values:

Name Value
Repulsion Gel 0
Reflection Gel 1
Propulsion Gel 2
Conversion Gel 3
Cleansing Gel 4
Adhesion Gel 5

[H] Paint Type <choices> = Repulsion Gel (0)

The type of gel displayed in Hammer.

Possible Values:

Name Value
Repulsion Gel 0
Reflection Gel 1
Propulsion Gel 2
Conversion Gel 3
Cleansing Gel 4
Adhesion Gel 5

Inputs

Start <void>

Start shooting Gel.

Stop <void>

Stop shooting Gel.

ChangePaintType <integer>

Change the type of Gel being sprayed. Values between 0-4, higher values are unstable.

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

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

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Outputs

Inherited from BaseEntityPoint

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.