- C -


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

Model name: can.mdl
Description: a model of a can of sodapop.
Use it with: monster_generic entity. Fill modelkey with models/can.mdl
Best usage of this model: with a gibshooter, like env_shooter placed in a canvendingmachine, or just as decoration, then you use monster_generic
Scripted sequences available: none found.

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

Model name: ceilinggibs.mdl
Description: very small piece of fabric, white/black
Use it with: a gibshooter. it's too small to use it with monster_generic and it's of no use with monster_generic
Scripted sequences available: none found.

Model name: chromegibs.mdl
Description: a white piece of fabric, very small. See ceilinggibs

Model name: chumtoad.mdl
Description: a Xen-like frog with 1 red eye.
Use it with: monster_generic entity. Fill modelkey with models/chumtoad.mdl
Best usage of this model: as a nice funny froggy hopping along in the level to show there is also non-violent live at Xen
Scripted sequences available:
  • idle just stands on his 4 feet breathing, doing nothing.
  • idle2 pats with left frontleg on something, shaking it's head
  • idle3 moans or something, at least opens it's mouth slowly for a cry.
  • flinch1 takes hit and flies straight up into the air backlegs up, then returns on 4 feet
  • flinch2 takes hit and just ducks a little
  • hop hops forward fast
  • swim makes gentle swimmovements with all 4 legs
  • die3 shakes fast, raised up on backlegs and then drops to the floor, dead
  • pdwiggle lying at it's back tongue out of it's mouth moving all it's legs fast
  • playdead1 like pdwiggle but then suddely moves at its feet again
  • playdead2 turns on it's back to pdwiggle :) so playdead2 -> pdwiggle -> playdead1

Model name: cindergibs.mdl
Description: small piece of grey fabric.
Use it with: gibshooter, like env_shooter
Scripted sequences available: none found.

Model name: cindergibs_green.mdl and cindergibs_yellow.mdl
Description: like cindergibs but should be different color but looks grey too. See cindergibs

Model name: computergibs.mdl
Description: a model of that nice TNT 3D accelerator you want ;)
Use it with: monster_generic entity. Fill modelkey with models/computergibs.mdl when you use it as decoration but you can also use a gibshooter like env_shooter.
Amount of different bodies: 14. (0 to 13) Scripted sequences available: none found.

Model name: concrete_gibs.mdl
Description: doesn't appear in mdlviewer. Purpose unknown.
Amount of different bodies: 18. (0 to 17)
Model name: concretegibs.mdl
Description: some grey piece of fabric, larger than cindergibs
Use it with: monster_generic entity. Fill modelkey with models/concretegibs.mdl
Best usage of this model: a gibshooter, like env_shooter
Amount of different bodies: 3 (0 to 2) Scripted sequences available: none found.

Model name: construction.mdl
Description: a guy in a yellow suit with a white helmet!
Use it with: monster_generic entity. Fill modelkey with models/construction.mdl
Best usage of this model: let it participate in several scripted sequences to add atmosphere, to add the looks as if you are in a real life scene.
Scripted sequences available:
  • inspect_floor slides in from the right, is on hands and knees and looks carefully at the floor
  • c1a4_bottom large sequence of movements with usage of the c1a4 level architecture. Hardly usable
  • idle1 stands straight up, looking ahead
  • idle2 as idle1 but looks also fast up and left, like he's paranoia
  • idle3 as idle1 but looks gently left and right
  • walk walks with funny small steps forward
  • run runs forward
  • diesimple just drops to the floor on his stomach, dead
  • dieforward slower than diesimple and also rolls on on it's back when on the floor
  • diebackward makes a 360 turn on right leg and falls down on his stomach, moves a little and is then dead.
  • dieviolent takes a big hit in stomach, flies back and turns around in the air, falls down on back and rolls over on stomach. Dead
  • diecrump takes hit in stomach, collapses, falls down on the ground, lies down on right side, dead.
  • barnaclehit as barney's barnaclehit: reaches for his throat.
  • barnaclepull hangs in the air, moving his legs fast, reaching for his throat
  • barnaclecrunch hangs in the barnacle waving his legs gently
  • barnaclechew as barnaclecrunch but slower legmovement
  • 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

Model name: controller.mdl
Description: the flying creature at Xen who is shooting at you and has that big head (not the nihilanth dude)
Use it with: monster_alien_controller entity
Best usage of this model: an awesome defender or offender in the sky.
Scripted sequences available:
  • atack1 hangs in the air and brings his hands together like a priest to shoot his weapon
  • attack2 hangs in the air and brings his hands together in a different way and opens his head a bit
  • throw hangs in the air and throws something with his left arm forward
  • idle2 hangs in the air and spreads arms and rotates 360 degrees
  • block hangs in the air and blocks a threat coming from beyond, like a volleyball player
  • shoot hangs in the air, spreads arms crosswise like a fakhir and opens his head widely to fire
  • flinch1 hangs in the air, takes small hit
  • flinch2 hangs in the air, takes big hit and rotates 360 degrees
  • fall hangs in the air not straight and rotates around his axe
  • forward makes swimming moves to go forward
  • backward swims backward
  • up swims up
  • down swims down
  • right moves arms to the right to go to the LEFT!
  • left moves arms to the left to go to the RIGHT!
  • float hangs still in the air
  • walk hangs still (used for scripted sequences entity's moveto action: walk)
  • run hangs still (used for scripted sequences entity's moveto action: run)
  • die1 falls from the sky, and smashes into the ground, head bursted open

Model name: crossbow_bolt.mdl
Description: the arrow you shoot from the crossbow
Use it with: monster_generic entity. Fill modelkey with models/crossbow_bolt.mdl
Best usage of this model: move it around with a path. Not that usefull
Scripted sequences available: none found.

Model name: crystal.mdl
Description: a model of a crystal, rather large, standing up. It's yellow
Use it with: monster_generic entity. Fill modelkey with models/crystal.mdl
Best usage of this model: insert it into your map with a monster_generic and fiddle around with the renderFX and FX amount params to get a transparent crystal: rendermode: Additive, FXamount: 120. place a yellow light in it.
Scripted sequences available:
  • spin to let it rotate slowly around the vertical axis