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 |
βοΈ | Direct value support |
π | Use a fixed enumerated value |
β | Discarded / unused |
β | Unknown, but tend for direct value support |
Entity | Model | Body | Skin | Remarks |
---|---|---|---|---|
item_airtank |
models/w_oxygen.mdl |
βοΈ | βοΈ | |
item_antidote |
models/w_antidote.mdl |
βοΈ | βοΈ | |
item_battery |
models/w_battery.mdl |
βοΈ | βοΈ | |
item_healthkit |
models/w_medkit.mdl |
βοΈ | βοΈ | |
item_longjump |
models/w_longjump.mdl |
βοΈ | βοΈ | |
item_security |
models/w_security.mdl |
βοΈ | βοΈ | Tutorial |
item_sodacan |
models/can.mdl |
βοΈ | βοΈ | FGD uses skin directly |
item_suit |
models/w_suit.mdl |
βοΈ | βοΈ | |
monster_alien_babyvoltigore (Half-Life: Opposing Force) |
models/baby_voltigore.mdl |
β | β | |
monster_alien_controller |
models/controller.mdl |
β | β | |
monster_alien_grunt |
models/agrunt.mdl |
β | β | |
monster_alien_slave |
models/islave.mdl |
β | β | Skin used for attack charge state, but unrealized in stock model. |
monster_alien_slave_dead (Half-Life: Opposing Force) |
models/islave.mdl |
β | β | |
monster_alien_voltigore (Half-Life: Opposing Force) |
models/voltigore.mdl |
β | β | |
monster_apache |
models/apache.mdl |
β | β | |
monster_assassin_repel (Half-Life: Opposing Force) |
models/massn.mdl |
β | β | |
monster_babycrab |
models/baby_headcrab.mdl |
β | β | |
monster_barnacle |
models/barnacle.mdl |
β | β | |
monster_barney |
models/barney.mdl |
β | βοΈ | Uses different body values for weapon state: hand carry, holstered, none. |
monster_barney_dead |
models/barney.mdl |
β | βοΈ | |
monster_bigmomma |
models/big_mom.mdl |
β | β | |
monster_blkop_apache (Half-Life: Opposing Force) |
models/blkop_apache.mdl |
β | β | |
monster_blkop_osprey (Half-Life: Opposing Force) |
models/blkop_osprey.mdl |
β | β | |
monster_bloater |
models/floater.mdl |
β | β | |
monster_bullchicken |
models/bullsquid.mdl |
βοΈ | β | Skin used for blinking. |
monster_cleansuit_scientist (Half-Life: Opposing Force) |
models/cleansuit_scientist.mdl |
π | β | Skin tied to body. |
monster_cleansuit_scientist_dead (Half-Life: Opposing Force) |
models/cleansuit_scientist.mdl |
π | β | Skin tied to body. |
monster_cockroach |
models/roach.mdl |
β | β | |
monster_drillsergeant (Half-Life: Opposing Force) |
models/drill.mdl |
β | β | |
monster_flyer_flock |
models/aflock.mdl |
β | β | |
monster_furniture |
specified by mapper | βοΈ | βοΈ | Requires scripted_sequence to set sequence. |
monster_gargantua |
models/garg.mdl |
β | β | |
monster_geneworm (Half-Life: Opposing Force) |
models/geneworm.mdl |
β | β | |
monster_generic |
specified by mapper | βοΈ | βοΈ | |
monster_gman |
models/gman.mdl |
β | β | |
monster_gonome (Half-Life: Opposing Force) |
models/gonome.mdl |
β | β | |
monster_gonome_dead (Half-Life: Opposing Force) |
models/gonome.mdl |
β | β | |
monster_grunt_ally_repel (Half-Life: Opposing Force) |
models/hgrunt_opfor.mdl |
β | β | Body uses head +weapons combo. Skin always 0. |
monster_grunt_repel |
models/hgrunt.mdl |
β | β | Spawns a grunt programmatically. |
monster_handgrenade |
models/w_grenade.mdl |
β | β | This entity does not exist. |
monster_headcrab |
models/headcrab.mdl |
β | β | |
monster_hevsuit_dead |
models/player.mdl |
β | β | |
monster_hgrunt_dead |
models/hgrunt.mdl |
π | β | Always light skin (skin 0). |
monster_houndeye |
models/houndeye.mdl |
βοΈ | β | Skin used for blinking. |
monster_houndeye_dead (Half-Life: Opposing Force) |
models/houndeye.mdl |
β | β | |
monster_human_assassin |
models/hassassin.mdl |
β | β | |
monster_human_grunt |
models/hgrunt.mdl |
β | β | See page. |
monster_human_grunt_ally (Half-Life: Opposing Force) |
models/hgrunt_opfor.mdl |
β | β | Body uses head +weapons combo. Skin always 0. |
monster_human_grunt_ally_dead (Half-Life: Opposing Force) |
models/hgrunt_opfor.mdl |
β | β | Body uses head +weapons combo. Skin always 0. |
monster_human_medic_ally (Half-Life: Opposing Force) |
models/hgrunt_medic.mdl |
β | β | Body uses head +weapons combo. Skin always 0. |
monster_human_torch_ally (Half-Life: Opposing Force) |
models/hgrunt_torch.mdl |
β | β | Body uses weapons . Skin always 0. |
monster_ichthyosaur |
models/icky.mdl |
βοΈ | β | Skin used for blinking. |
monster_leech |
models/leech.mdl |
β | β | |
monster_male_assassin (Half-Life: Opposing Force) |
models/massn.mdl |
β | β | |
monster_miniturret |
models/miniturret.mdl |
β | β | |
monster_nihilanth |
models/nihilanth.mdl |
β | β | |
monster_op4loader (Half-Life: Opposing Force) |
models/loader.mdl |
β | β | |
monster_osprey |
models/osprey.mdl |
β | β | |
monster_otis (Half-Life: Opposing Force) |
models/otis.mdl |
β | βοΈ | Body uses head +bodystate combo. |
monster_otis_dead (Half-Life: Opposing Force) |
models/otis.mdl |
β | β | |
monster_pitdrone (Half-Life: Opposing Force) |
models/pit_drone.mdl |
β | β | |
monster_pitworm (Half-Life: Opposing Force) |
models/pit_worm_up.mdl |
β | β | |
monster_pitworm_up (Half-Life: Opposing Force) |
models/pit_worm_up.mdl |
β | β | |
monster_rat |
models/bigrat.mdl |
β | β | |
monster_recruit (Half-Life: Opposing Force) |
models/recruit.mdl |
β | β | |
monster_rosenberg (Half-Life: Blue-Shift) |
models/scientist.mdl |
π | β | Skin tied to body. Blue Shift replaces scientist's Slick head to Rosenberg. |
monster_satchel |
models/w_satchel.mdl |
β | β | |
monster_scientist |
models/scientist.mdl |
π | β | Skin tied to body. |
monster_scientist_dead |
models/scientist.mdl |
π | β | Skin tied to body. |
monster_sentry |
models/sentry.mdl |
β | β | |
monster_shockroach (Half-Life: Opposing Force) |
models/w_shock_rifle.mdl |
β | β | |
monster_sitting_cleansuit_scientist (Half-Life: Opposing Force) |
models/cleansuit_scientist.mdl |
π | β | Skin tied to body. |
monster_sitting_scientist |
models/scientist.mdl |
π | β | Skin tied to body. |
monster_skeleton_dead (Half-Life: Opposing Force) |
models/skeleton.mdl |
βοΈ | βοΈ | |
monster_snark |
models/w_squeak.mdl |
β | β | |
monster_shocktrooper (Half-Life: Opposing Force) |
models/strooper.mdl |
β | β | |
monster_tentacle |
models/tentacle2.mdl |
β | β | |
monster_tripmine |
models/v_tripmine.mdl |
β | β | |
monster_turret |
models/turret.mdl |
β | β | |
monster_zombie |
models/zombie.mdl |
βοΈ | βοΈ | Vault: LD, HD |
monster_zombie_barney (Half-Life: Opposing Force) |
models/zombie_barney.mdl |
βοΈ | βοΈ | |
monster_zombie_soldier (Half-Life: Opposing Force) |
models/zombie_soldier.mdl |
βοΈ | βοΈ | |
monster_zombie_soldier_dead (Half-Life: Opposing Force) |
models/zombie_soldier.mdl |
βοΈ | βοΈ | |
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 |
β/β | βοΈ | βοΈ | βοΈ | βοΈ | ββ 1 | βοΈ/βοΈ (Toggle) | Beware of cyclic functions. |
cycler_sprite |
β/β | βοΈ | βοΈ | βοΈ | β | ββ 1 | βοΈ/βοΈ (Toggle) | " |
env_sprite |
βοΈ/β | β | β | βοΈ | β | βοΈ | β΄οΈ/βοΈ (OFF/ON) | Plays a sequence once and then freezes. |
monster_furniture |
βοΈ/β | βοΈ | βοΈ | β* | β | β | β/β | Requires scripted_sequence to set sequence. |
monster_generic |
π©/βοΈ | βοΈ | βοΈ | β | β | β | β/β | 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)controller
controller
is the combination of four bone controller values. Bone controllers are used on some models to parametrically modify the position of certain bones on the model by the specified value within the specified range. For example, the length of the tongue of the monster_barnacle
is controlled by bone controller #0. Scientists and Barneys also has a controller that specifies their heads' right-to-left tilt, plus a mouth controller that is unfortunately not available to use from this keyvalue. n*8
) to fit into controller
. Therefore:
controller = controller0<<0 | controller1<<8 | controller2<<16 | controller3<<24
If you're placing models of talking NPCs as props and they have their heads tilted all the way to the right, try set controller #0's value to 127 (halfway, therefore facing straight-on), arriving at controller
value of 127.
colormap
colormap
is the combination of "top" and "bottom" colours as seen on player models. You can employ colour ranges on your prop models so instead of using separate skin
values you can have 65535 unique colour combinations on a model. The303.org has a tutorial on how to do colour remaps. To choose the value, use Half-Life Asset Manager.
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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.