- B -


Model name: baby_headcrab.mdl
Description: a babyversion of the common headcrab. Seen at Xen
Use it with: use monster_babycrab to insert it in your map and let it be harmfull to the player.
Best usage of this model: well it's very nagging and annoying, especially when killing a large beast.
Scripted sequences available:
  • idle1 sits there, doing nothing
  • idle2 sits there, doing nothing
  • idle3 sits there, doing nothing
  • walk walks gently forward
  • run runs fast forward
  • angry stands there being mad at you, asking you to smash his head
  • flinch takes a hit
  • dieback makes a looping in the air, lands on its back and is dead
  • 180_left checks out leftside
  • 180_right checks out rightside
  • jump jumps in the air. It's up to you how high
  • jump_variation1 a different jump, for the rest same as jump
  • jump_variation2 another different jump

Model name: barnacle.mdl
Description: the creature that is mounted to ceilings and drops it's tongue to get you for dinner.
Use it with: use monster_barnacle to insert it into your map
Best usage of this model: to prevent the user from walking in a certain direction. He can of course waste ammo on the barnacle to get rid of it, but every bullit wasted is one too many ;)
Scripted sequences available:
  • idle1 it's doing nothing, swinging it's tongue back and forth
  • idle2 same as idle1, swinging differently
  • idle3 same as idle1, swinging differently
  • flinch_sm takes a hit, collapses and pulls tongue, then refolds to previous state
  • attack1 sequence shown in game that it spits gibs out when it died. Tongue not present
  • chewcycle chews on something. Tongue not present (great for eating a grunt that is just leeched up by a scripted sequence
  • death the complete die sequence known from the game: tongue goes up, gibvomiting action and small inactive tongue is replaced

Model name: barney.mdl
Description: the savety-guard in the blue suit
Use it with: monster_barney to include it into your map
Best usage of this model: if you want a person that's on the player side and can fire arms in your map.
Scripted sequences available:
  • idle1 just stands there, breathing.
  • idle2 does step forward, stands straight like an officer shouts at him and steps back, rests
  • idle3 pulls up his pants, like they're shoving of his b*tt
  • idle4 almost same as idle1 but with a slightly more movement with the hips (dancing quietly ;)
  • walk walks normal straight forward
  • run runs with big steps straight forward
  • shootgun stands still and shoots pistol with both hands together straight forward
  • shootgun2 as shootgun but shoots faster
  • draw draws gun and helds it in front of him. sequence stops there, so shootgun or shootgun2 should follow immediately
  • disarm slowly puts gun away in holster
  • reload reloads gun and restarts shooting
  • turnleft looks left and returns to initial position
  • turnright looks right and returns to initial position
  • laflinch takes hit in left arm and draws it back
  • raflinch takes hit in right arm and draws it back
  • llflinch takes hit and pulls weight on left leg which bends a little
  • rlflinch same as llflinch only now for right side
  • smlflinch takes a shot from front but keeps standing up
  • cower_stand bended legs and slowly looking from left to right and back
  • locked_door pulls on locked door with both arms and bended legs.
  • fall_loop a small animation of a barney falling into an endless cave.
  • barn_wave bended legs, comes to stand and waves with right arm
  • beat_grunt stands above a dead grunt with one leg at either side, looks at it and steps away
  • beat_gruntidle stands above a dead grunt looking at it.
  • flashlight helds a flashlight above his head forward
  • diesimple fells on his butt sitting, then falls on his back. Dead
  • dieviolent makes a perfect triple-rietberger pirouette and falls on his stomach. Dead
  • diegutshot takes hit in stomach, collapses, and falls on his stomach. Dead
  • dieforward just falls on his stomach. Dead
  • diebackward falls on his back. Dead
  • diecrump takes hit, falls on right side. Dead
  • barnaclehit reaches to his throat. barnaclepull should take off then
  • barnaclepull hangs in air, moving his legs rapidly, and hands at his throat
  • barnaclecrunch hangs in air, moves his legs slowly back and forward. Do this when shoved up in a barnacle up to the middle
  • barnaclechew hangs in the air, moves slightly up and down. Legs moving slowly but almost still
  • lying_on_back a pose. Lies on back
  • lying_on_side a pose. Lies on right side
  • lying_on_stomach a pose. Lies on stomach with arms straight besides his head
  • stuffed_in_vent a pose. Totally fold up. Legs in a weird-don't-try-this-at-home folded up up his back
  • standing_idle stands up, arms behind his back.
  • cprbarney lies on back, and reacts on heartmassage.
  • cprbarneyrevive reincarnates after heartmassage, crawls up slowly, gets pulled up by someone, and stands up, straight
  • barney_dragvent lies on stomach, is dragged by the feet in that direction, moves with his hands for help
  • dying_barney lies on back, with chest raised up a little. Slowly lies down. Dead pose should start now
  • dying_barneyidle the pose of dying_barney, but without the lies down part
  • dying_friend is bended over on his knees over a person that's dying and stands up.
  • dying_friendidle as dying friend, but without the stands up part
  • c1a3_bidle weird sequence, very short. stands up looks left-up.
  • c1a3_ventb is pulled up into a shaft and dropped to the floor. Smashes a piece of the wall at the right side and swims into the shaft that's behind the created opening
  • c1a3_emergeidle lies on stomach, with left side slightly raised on left arm and knockels.
  • c1a3_emerge crawls forward in several directions. Hardly usable unless you have the same architecture as the c1a3 level
  • haulbarney a dead barney is dragged away on the shoulders in that direction, facing down, and after a few meters dropped on his stomach
  • intropush pushes several buttons like in the introsequence when you first enter the doors at black mesa. Great for let him open locked doors.
  • fence looks around, then fetches a fence in front of him, tries to pull but gets electricuted and dies, falls at his right/back
  • sit1 sits on chair, types, turns to the right, looks, turns back, types, shakes head. and so on. As in the first level when you enter the hall and there are messages for you but Barney can't find them in the computer
  • almostidle almost dead barney on stomach, slightly raised on right arm and knockels
  • almost as almostidle but gets pulled at right arm, and then dies, takes pose of lying_on_side, which should follow this one.
  • laseridle a pose. Dead barney on stomach. left arm straight beside his head.
  • lasertop a pose. Very streched barney in a Z form. Not very usable
  • laserbottom a pose. Very streched barney in a Z form. Not very usable
  • barneyfallidle standing up but is starting to fall backwards
  • barneyfall is forced backwards and falls into a wide shaft
  • c3a2_draw very typical draw of weapon followed by a step and a disarm. Not very usable
  • unlatch unlatches a lock with right arm
  • retina grabs eyescanner with both hands and looks in scanner
  • relaxstand a pose. Stands up with hands behind his back
  • assassinated like dieforward
  • trackswitch pulls down a lever like a trackswitch or a bombinitiator. lever is at chestheight
  • pepsiswing does a swing with left fist, 90 degrees
  • pepsipush does several actions to push in a piece of wall and falls through it
  • buttonpush pushes a simple button with left arm.

Model name: base.mdl
Description: weird thing, alien like creature with handgrip.
Use it with: monster_generic entity. Fill modelkey with models/base.mdl
Best usage of this model: Well you can use this as decoration.
Scripted sequences available: none found.

Model name: big_mom.mdl
Description: the nasty large 4 legged spider with that huge sack at Xen
Use it with: monster_bigmomma entity
Best usage of this model: as a playernagger to first do a lot of shooting and wasting ammo before the player can go on.
Scripted sequences available:
  • idle1 stands there, swinging it's sack.
  • idle2 a bit bolder than idle1, still at same position, swinging the sack.
  • walk walks normal straight forward
  • run runs forward like a horse
  • death takes a hit and dies forward, lying at a side
  • claw inserts the 2 pointy legs up front into a creature in front of it
  • spawn pulls up sack and drops it again, like it ejects some creatures.
  • mortar shoots mortars from shield
  • flinch takes hit and redraws a bit
  • defend pulls shield up to bullits from above/forward
  • jump same as defend
  • angry1 same as defend
  • angry2 smashes creature in front of it with forelegs
  • angry3 as angry2 but more wider movement
  • breakwall as angry3 but faster
  • fall1 does 2 steps forward fast and falls into deep shaft
  • fall2 does 2 steps forward fast and falls in lower area, not deep
  • falldeath falls forward and is dead, moves legs uncontrolled

Model name: big_momgibs.mdl
Description: a piece of meat from big_mom: the shell and the body, without the sack.
Use it with: monster_generic entity. Fill modelkey with models/big_momgibs.mdl
Best usage of this model: with a gibshooter, like env_shooter
Scripted sequences available: none found.

Model name: big_rock.mdl
Description: a piece of rock.
Use it with: monster_generic entity. Fill modelkey with models/big_rock.mdl
Best usage of this model: with a gibshooter, like env_shooter to create for example falling rocks
Scripted sequences available: none found.

Model name: bigrat.mdl
Description: a big rat alive and kicking :)
Use it with: monster_generic entity. Fill modelkey with models/bigrat.mdl. You can also use the updated halflife.fgd file so you can use it monster_rat
Best usage of this model: gives great nasty atmosphere to a levelpart. Like let it eat dead scientists!
Scripted sequences available:
  • idle4 just stays at it's spot, eating stuff that lies around, rising up some times
  • idle5 just stays at it's spot on it's 4 feet
  • idle6 like idle4 bit much lower to the ground
  • idle7 like idle5
  • walk2 walks slowly forward
  • jump jumps a leap forward. You can insert between 2 walkparts or as a last resort to reach a spot
  • eat eats at his 4 feet some stuff, perhaps a dead creature
  • die1 it rises up and dies with a twist in the body, drops on its back

Model name: bleachbones.mdl
Description: a white skull.
Use it with: monster_generic entity. Fill modelkey with models/bleachbones.mdl
Best usage of this model: a gibshooter, like env_shooter
Scripted sequences available: none found.

Model name: bm_leg.mdl
Description: one of the legs of big_mom
Use it with: monster_generic entity. Fill modelkey with models/bm_leg.mdl
Best usage of this model: with a gibshooter, like env_shooter
Scripted sequences available: none found.

Model name: bm_sack.mdl
Description: the sack of big_mom. (wonder what could be in a sack of a mom ;)
Use it with: monster_generic entity. Fill modelkey with models/bm_sack.mdl
Best usage of this model: with a gibshooter, like env_shooter
Scripted sequences available: none found.

Model name: bm_shell.mdl
Description: the shell of big_mom
Use it with: monster_generic entity. Fill modelkey with models/bm_shell.mdl
Best usage of this model: a gibshooter, like env_shooter, but also as decoration. It's the same model as big_momgibs.mdl
Scripted sequences available: none found.

Model name: boid.mdl
Description: a flying wing from Xen.
Use it with: monster_generic entity. Fill modelkey with models/boid.mdl
Best usage of this model: as a flying object in the sky, moving between several pathnodes. It can add great atmosphere
Scripted sequences available: none found. (it just flies waving with it wings

Model name: bonegibs.mdl
Description: model of a piece of bone.
Use it with: monster_generic entity. Fill modelkey with models/bonegibs.mdl
Best usage of this model: with a gibshooter, like env_shooter
Scripted sequences available: none found.

Model name: bookgibs.mdl
Description: model of a closed book (orange)
Use it with: monster_generic entity. Fill modelkey with models/bookgibs.mdl
Best usage of this model: as a monster_generic lying on a table, or probably with a gibshooter like env_shooter.
Scripted sequences available: none found.

Model name: breather.mdl
Description: weird looking thing that moves in and out like a lung.
Use it with: monster_generic entity. Fill modelkey with models/breather.mdl
Best usage of this model: as a scene atmosphere enhancer, probably for Xen like levels
Scripted sequences available: none found. (just breaths)

Model name: bskull_template1.mdl
Description: see bleachbones because it's the same model, only smaller

Model name: bullsquid.mdl
Description: the weird crocodile-like monster in the game with just 2 legs and that red mouth spitting green gel.
Use it with: monster_bullchicken entity. Using monster_generic will probably result in a non-violent monster
Best usage of this model: as a monster that will hurt the player or to participate in a scripted sequence to add atmosphere
Scripted sequences available:
  • walk walks normal and gently forward
  • run runs fast forward
  • suprisedhop jumps in the air and slaps his feet (really funny one! :)
  • flinchs very short sequence where it takes a hit and collapses and recovers
  • flinchb takes hit and shakes his body from left to right fast. Also short
  • turnleft looks left, raises right leg
  • turnright same as turnleft but now for right side
  • idle just stands there, looking around, opening his red mouth
  • whip makes a 360 degrees rotation, whipping is tail to splash something
  • bite just bites something that's above/in front of it
  • range reaches out with it's mouth and bites
  • look looks right
  • seecrab looks right, gets excited like kermit from the muppets and makes a few celebration hops
  • eat bends over to place it's mouth on the ground to suck up eatable stuff
  • inspectdown looks down and scrapes the ground with it's left leg
  • sniff places gently it's red tentacles in the air in front of it
  • die just drops to the floor very fast. Dead
  • die1 shakes a little then smashes to the floor, 1 leg at either side, dead
  • bulljump shakes it's head to concentrate and then takes a large jump forward
  • draggruntidle has it's mouth straight in front of it on the ground.
  • draggrunt position of draggruntidle but moving backwards. So you can use this one after draggruntidle
  • scare jumps forward and dives low and opens mouth widely
  • squidfallidle a falling pose, mouth tentacles move like in the wind that comes from below
  • squidfall jumps forward in a shaft and makes a looping in the air and lands on its feet some meters below