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 |
❔ | ❌ | Skin used for attack charge state, but unrealized in stock model. |
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 |
✔️ | ❌ | Skin used for blinking. |
monster_cleansuit_scientist (Half-Life: Opposing Force) |
models/cleansuit_scientist.mdl |
📃 | ❌ | Skin tied to body. |
monster_cleansuit_scientist_dead (Half-Life: Opposing Force) |
models/cleansuit_scientist.mdl |
📃 | ❌ | Skin tied to body. |
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 | ✔️ | ✔️ | Requires scripted_sequence to set sequence. |
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 |
❌ | ❌ | Body uses head +weapons combo. Skin always 0. |
monster_grunt_repel |
models/hgrunt.mdl |
❌ | ❌ | Spawns a grunt programmatically. |
monster_handgrenade |
models/w_grenade.mdl |
❔ | ❔ | |
monster_headcrab |
models/headcrab.mdl |
❔ | ❔ | |
monster_hevsuit_dead |
models/player.mdl |
❌ | ❔ | |
monster_hgrunt_dead |
models/hgrunt.mdl |
📃 | ❌ | Always light skin (skin 0). |
monster_houndeye |
models/houndeye.mdl |
✔️ | ❌ | Skin used for blinking. |
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 |
❌ | ❌ | Body uses head +weapons combo. Skin always 0. |
monster_human_grunt_ally_dead (Half-Life: Opposing Force) |
models/hgrunt_opfor.mdl |
❌ | ❌ | Body uses head +weapons combo. Skin always 0. |
monster_human_medic_ally (Half-Life: Opposing Force) |
models/hgrunt_medic.mdl |
❌ | ❌ | Body uses head +weapons combo. Skin always 0. |
monster_human_torch_ally (Half-Life: Opposing Force) |
models/hgrunt_torch.mdl |
❌ | ❌ | Body uses weapons . Skin always 0. |
monster_ichthyosaur |
models/icky.mdl |
✔️ | ❌ | Skin used for blinking. |
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 |
❌ | ✔️ | Body uses head +bodystate combo. |
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 |
📃 | ❌ | Skin tied to body. 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 |
📃 | ❌ | Skin tied to body. |
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 |
✔️ | ✔️ | Vault: LD, HD |
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
for that.body
/ skin
/ sequence
/ frame
/ framerate
).
Entity | Nonsolid/Moveable | Body | Skin | Sequence | Frame | Framerate | Loopable/Freezeable | Remarks |
---|---|---|---|---|---|---|---|---|
cycler |
❌/❌ | ✔️ | ✔️ | ✔️ | ✔️ | ❌→ 1 | ✔️/✔️ (Toggle) | Beware of cyclic functions. |
cycler_sprite |
❌/❌ | ✔️ | ✔️ | ✔️ | ❌ | ❌→ 1 | ✔️/✔️ (Toggle) | " |
env_sprite |
✔️/❌ | ❌ | ❌ | ✔️ | ❌ | ✔️ | ✴️/✔️ (OFF/ON) | Plays a sequence once and then freezes. |
monster_furniture |
✔️/❌ | ✔️ | ✔️ | ❌* | ❌ | ❌ | ❌/❌ | Requires scripted_sequence to set sequence. |
monster_generic |
🚩/✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ | ❌/❌ | Alive, aggroes enemies. |
env_sprite
with the dying sequence and framerate = 8 to speed it up.cycler
with sequence and frame set.cycler
with sequence, or monster_furniture
with animating idle pose (or scripted_sequence
with idle animation)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.