scripted_sequence
where animations are stored in the model files.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 |
✔️ | Direct value support |
📃 | Use a fixed enumerated value |
❌ | Discarded / unused |
❔ | Unknown, but tend for direct value support |
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 |
❔ | ❔ | |
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_satchelcharge |
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 |
body
and skin
are discussed.valve/
gearbox/
bshift/
pose
values.scripted_sequences
usually don't actually make them dead. Best to use env_sprite
or monster_furniture
for that.You must log in to post a comment. You can login or register a new account.
env_sprite
doesn't supportbody
andskin
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.