All scripted sequences for all models.

Version 1.0. Last updated on 19th of January, 1999
by Otis.

Abstract: In this document I'll describe all scripted secuences of all models in the pak0.pak file in the half-life directory. Some models don't have any scripted sequences but still will be mentioned here briefly and how to use them in your maps.

About the documentation:
Basicly we recognize a various type of models:
  • Models you can insert in your map using monster_modelname entities, for example monster_scientist.
  • Models you can insert in your map using the monster_generic entity.
  • Models of weaponammo
  • Models of all kind of stuff, from plants to stealth bombers, which you insert in your map using monster_generic
  • Models of weapons
  • Models of parts of stuff to use with gibshooters
  • ...
Now, all the models described here are already available for everyone who has a half-life CD, you don't need to supply extra .pak files or whatever. Per model that is available to you in the pak0.pak files I mention a few informationlines to help you using the model in your maps. Per model is a number of scripted sequences available, some models don't have any, like abone_template1.mdl. The documentation available with halflife's editor Worldcraft is very limited and far from complete concerning models you can use and all the scripted sequences that are available to you for editing!. So why limiting yourself! Insert rats in your levels! let them eat a dead scientist! insert that dude on his forktruck and let him move boxes! insert some Stealth bombers just for fun!.

More info on how to use the scripted sequences, please check out the great scripted sequence tutorial on this site. It shows how to include a scripted sequence into your map and associate it with a monster. All names of scripted sequences are typed here with the same casesettings as they have in the mdl files. Please use the casesettings as mentioned to prevent errors.

Notes:
  • It's not possible to turn a model that's not already a monster_modelname monster into a player-hunting and hurting creature. If you want to try this, be my guest, but I didn't had any luck so far :-/.
  • When using monster_generic you won't see any items fired by those monsters. They act like they do something, but you won't see a thing. If you want to see anything, include another monster_generic that's a hornet or insert some env_beams for example.
  • Most of the gibs models have more bodies than body 0. So if you, for example, use office_gibs with a monster_generic entity, you can select several different pieces of paper, just by changing the body parameter of the monster_generic entity to a different number than 0. For some gibmodels I've added the amount of different bodies included in the .mdl file and thus are available to you. I didn't however describe all these different models, just the default 0 one. Feel free to check out the different bodies by yourself though :). If anyone is willing to change the modelviewer to view the different kinds of bodies I'd be very happy :)

Please select a model from the list at the left. The documentation about that model will appear in this frame. Please report any typo's or any other errors to me at perseus@xs4all.nl.

Have fun!

Otis