Reference: Entities and their models Last edited 2 months ago2024-09-04 08:05:05 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.
This page lists all NPC entities and their associated model files. This is intended to be a reference for scripted_sequence where animations are stored in the model files.

There's also the Body and Skin columns which denotes how entities handle such keyvalues if given by mappers.

Legend

Table columns:
Entity Name of the entity
Model path to model associated with entity
Body How the entity handles the body keyvalue
Skin How the entity handles the skin keyvalue
Values for body and skin:
✔️ Direct value support
📃 Use a fixed enumerated value
Discarded / unused
Unknown, but tend for direct value support
See the notes at the bottom of this page for more info.

Table

Entity Model Body Skin Remarks
monster_alien_babyvoltigore (Half-Life: Opposing Force) models/baby_voltigore.mdl
monster_alien_controller models/controller.mdl
monster_alien_grunt models/agrunt.mdl
monster_alien_slave models/islave.mdl
monster_alien_slave_dead (Half-Life: Opposing Force) models/islave.mdl
monster_alien_voltigore (Half-Life: Opposing Force) models/voltigore.mdl
monster_apache models/apache.mdl
monster_assassin_repel (Half-Life: Opposing Force) models/massn.mdl
monster_babycrab models/baby_headcrab.mdl
monster_barnacle models/barnacle.mdl
monster_barney models/barney.mdl ✔️ Uses different body values for weapon state: hand carry, holstered, none
monster_barney_dead models/barney.mdl ✔️
monster_bigmomma models/big_mom.mdl
monster_blkop_apache (Half-Life: Opposing Force) models/blkop_apache.mdl
monster_blkop_osprey (Half-Life: Opposing Force) models/blkop_osprey.mdl
monster_bloater models/floater.mdl
monster_bullchicken models/bullsquid.mdl
monster_cleansuit_scientist (Half-Life: Opposing Force) models/cleansuit_scientist.mdl 📃
monster_cleansuit_scientist_dead (Half-Life: Opposing Force) models/cleansuit_scientist.mdl 📃
monster_cockroach models/roach.mdl
monster_drillsergeant (Half-Life: Opposing Force) models/drill.mdl
monster_flyer_flock models/aflock.mdl
monster_furniture specified by mapper ✔️ ✔️
monster_gargantua models/garg.mdl
monster_geneworm (Half-Life: Opposing Force) models/geneworm.mdl
monster_generic specified by mapper ✔️ ✔️
monster_gman models/gman.mdl
monster_gonome (Half-Life: Opposing Force) models/gonome.mdl
monster_gonome_dead (Half-Life: Opposing Force) models/gonome.mdl
monster_grunt_ally_repel (Half-Life: Opposing Force) models/hgrunt_opfor.mdl Uses head
monster_grunt_repel models/hgrunt.mdl
monster_handgrenade models/w_grenade.mdl
monster_headcrab models/headcrab.mdl
monster_hevsuit_dead models/player.mdl
monster_hgrunt_dead models/hgrunt.mdl 📃
monster_houndeye models/houndeye.mdl
monster_houndeye_dead (Half-Life: Opposing Force) models/houndeye.mdl
monster_human_assassin models/hassassin.mdl
monster_human_grunt models/hgrunt.mdl See page
monster_human_grunt_ally (Half-Life: Opposing Force) models/hgrunt_opfor.mdl Uses head
monster_human_grunt_ally_dead (Half-Life: Opposing Force) models/hgrunt_opfor.mdl Uses head
monster_human_medic_ally (Half-Life: Opposing Force) models/hgrunt_medic.mdl Uses head
monster_human_torch_ally (Half-Life: Opposing Force) models/hgrunt_torch.mdl
monster_ichthyosaur models/icky.mdl
monster_leech models/leech.mdl
monster_male_assassin (Half-Life: Opposing Force) models/massn.mdl
monster_miniturret models/miniturret.mdl
monster_nihilanth models/nihilanth.mdl
monster_op4loader (Half-Life: Opposing Force) models/loader.mdl
monster_osprey models/osprey.mdl
monster_otis (Half-Life: Opposing Force) models/otis.mdl Uses head
monster_otis_dead (Half-Life: Opposing Force) models/otis.mdl
monster_pitdrone (Half-Life: Opposing Force) models/pit_drone.mdl
monster_pitworm (Half-Life: Opposing Force) models/pit_worm_up.mdl
monster_pitworm_up (Half-Life: Opposing Force) models/pit_worm_up.mdl
monster_rat models/bigrat.mdl
monster_recruit (Half-Life: Opposing Force) models/recruit.mdl
monster_rosenberg (Half-Life: Blue-Shift) models/scientist.mdl Fixed head model (also Blue Shift replaces scientist's Slick head to Rosenberg)
monster_satchel models/w_satchel.mdl
monster_scientist models/scientist.mdl 📃 Skin tied to body
monster_scientist_dead models/scientist.mdl 📃 Skin tied to body
monster_sentry models/sentry.mdl
monster_shockroach (Half-Life: Opposing Force) models/w_shock_rifle.mdl
monster_sitting_cleansuit_scientist (Half-Life: Opposing Force) models/cleansuit_scientist.mdl
monster_sitting_scientist models/scientist.mdl 📃 Skin tied to body
monster_skeleton_dead (Half-Life: Opposing Force) models/skeleton.mdl
monster_snark models/w_squeak.mdl
monster_shocktrooper (Half-Life: Opposing Force) models/strooper.mdl
monster_tentacle models/tentacle2.mdl
monster_tripmine models/v_tripmine.mdl
monster_turret models/turret.mdl
monster_zombie models/zombie.mdl
monster_zombie_barney (Half-Life: Opposing Force) models/zombie_barney.mdl
monster_zombie_soldier (Half-Life: Opposing Force) models/zombie_soldier.mdl
monster_zombie_soldier_dead (Half-Life: Opposing Force) models/zombie_soldier.mdl
Entity Model Body Skin Remarks

Notes

  1. For what direct value support means, and how to calculate the values, consult Entity Programming - Introduction to Entities with Animated Models#Low-level animation control and skip to the part where body and skin are discussed.
  2. The paths are relative to their respective mod folders relative to Half-Life executable:
    • Half-Life = valve/
    • Half-Life: Opposing Force = gearbox/
    • Half-Life: Blue Shift = bshift/
  3. The models in the expansion packs generally have extra animations not present in Half-Life.
  4. Dead monsters usually has an enumeration of pose values.
  5. Applying dead poses to living monsters with scripted_sequences usually don't actually make them dead. Best to use env_sprite or monster_furniture for that.

4 Comments

Commented 2 months ago2024-09-04 08:43:52 UTC Comment #106363
should we add all other entities not available in the FGD, as well as all other hardcoded models/sprites precached and used by all these entities?
Commented 2 months ago2024-09-05 11:34:11 UTC Comment #106371
I think adding entities used for displaying models, such as cycler* entities and env_sprite, could come in handy for those wanting to use props with multiple body/skin groups.
Commented 2 months ago2024-09-12 08:35:43 UTC Comment #106392
Ah there we go, great work! 🙌
Commented 3 days ago2024-11-19 15:47:16 UTC Comment #106517
the reason env_sprite doesn't support body and skin is that apparently those values were hijacked by the sprite renderer as part of the system that makes sprites attached to models in one of their attachment points.

You must log in to post a comment. You can login or register a new account.