All scripted sequences for all models.

Version 1.01. Last updated on 1st of July, 1999
By Otis. Additional info by Reaper

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 file, I mention a few informationlines to help you using the model in your maps. Per model is a number of scripted sequences available. However some models have just 1 sequence present, but that sequence doesn't do anything, not even move some parts. This sequence is then not mentioned and you'll see a none found message.

More info on how to use the scripted sequences, please check out the great monster_generic tutorial on this site or on other sites around the globe. 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. You will only be able to do this when the SDK is released. Until then, no luck.
  • 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.
  • A lot of models, especially the gibmodels, have more bodies. If you want for example several books lying around a desk or some pieces of paper, just use a monster_generic, select office_gibs.mdl or bookgibs.mdl and select the body you want to get the object in your level.
  • If you load the models in a modelviewer, you might notice that some models have several sequences with the same name. In these document, only the first sequence with that name is documented, because that sequence is used in the game.

Scripted Sequence Flags
The scripted_sequence entity has a few flags that change the way that the actor behaves or change the way the entity executes itself when triggered. The ai_scripted_sequence entity uses two of them. There are five flags available for the scripted_sequence entity:

  • Repeatable (4) - This allows the sequence that is chosen to be played more than once. Also available for the ai_scripted_sequence entity.
  • Leave Corpse (8) - This causes a corpse to be left if the script causes a character to die. Without this set, any dead bodies will fade out instead of being left on the ground. This should almost always be set for scripts where anything dies unless you want to add artistic flair such as when an alien dies. Human corpes should always be done with this flag on. Also available for the ai_scripted_sequence entity.
  • No Interuptions (32) - This causes the script to execute fully and not stop no matter what happens to the entity doing the sequence, even if it's been shot at. This prevents the entity from dying or from attacking the player in the middle of a sequence.
  • Overide AI (64) - This causes the AI to be disable while the script is performing. If you want to be able to kill the character doing the script but you don't want it to attack the player, set this flag. This is a lot like the above flag except that the script can be interupted only by death. If this flag isn't set, the characters AI is free to ignore any scripts if the character is in the middle of a fight.
  • No Script Move (128) - This is a specialized flag that disables an entity's fixup code. Normally, after an enitity finishes a script, the fixup code moves the entity into position so it can return to it's normal state and use it's normal AI. Sometimes, this can cause jumps in character movement and can cause characters to stand in the middle of chains of sequences (like in the middle of a busting_through_window and getup chain for the zombie). Setting this flag disables this code and stops the character from jumping to a new position. Only use this if your character acts strangely in script chains or if it moves to a different spot during or after scripts.


Get mdlviewer 2.1, available at The Halflife Workshop, which shows you all the sequencenames, how long they take to complete in milliseconds and much much more. 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 otis@planethalflife.com.

Have fun!

Otis


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(c)1999 Otis/Halflife Workshop