- P -


Model name: p_357.mdl
Description: a smaller vertical hanging version of the .357 handgun.
Use it with: monster_generic entity. Fill model with models/p_357.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_357 version and it hangs down.
Scripted sequences available: none found.

Model name: p_9mmar.mdl
Description: a smaller vertical hanging version of the 9mmAR machinegun.
Use it with: monster_generic entity. Fill model with models/p_9mmar.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_9mmAR version and it hangs down.
Scripted sequences available: none found.

Model name: p_9mmhandgun.mdl
Description: a smaller vertical hanging version of the 9mm handgun.
Use it with: monster_generic entity. Fill model with models/p_9mmhandgun.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_9mmhandgun version and it hangs down.
Scripted sequences available: none found.

Model name: p_crossbow.mdl
Description: a smaller vertical hanging version of the crossbow.
Use it with: monster_generic entity. Fill model with models/p_crossbow.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_crossbow version and it hangs down.
Scripted sequences available: none found.

Model name: p_crowbar.mdl
Description: a smaller vertical hanging version of the crowbar.
Use it with: monster_generic entity. Fill model with models/p_crowbar.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_crowbar version and it hangs down.
Scripted sequences available: none found.

Model name: p_egon.mdl
Description: a smaller vertical hanging version of the egon blaster.
Use it with: monster_generic entity. Fill model with models/p_egon.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_egon version and it hangs down.
Scripted sequences available: none found.

Model name: p_gauss.mdl
Description: a smaller vertical hanging version of the gauss lasergun.
Use it with: monster_generic entity. Fill model with models/p_gauss.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_gauss version and it hangs down.
Scripted sequences available: none found.

Model name: p_glock.mdl
Description: another smaller vertical hanging version of the 9mm handgun.
Use it with: monster_generic entity. Fill model with models/p_glock.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_9mmhandgun version and it hangs down.
Scripted sequences available: none found.

Model name: p_grenade.mdl
Description: a smaller, lying version of the handgrenade.
Use it with: monster_generic entity. Fill model with models/p_grenade.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_handgrenade version and it lies down.
Scripted sequences available: none found.

Model name: p_hgun.mdl
Description: a smaller vertical hanging version of the hornetgun.
Use it with: monster_generic entity. Fill model with models/p_hgun.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_hornetgun version and it hangs down.
Scripted sequences available: none found.

Model name: p_rpg.mdl
Description: a smaller vertical hanging version of the rpg.
Use it with: monster_generic entity. Fill model with models/p_rpg.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_rpg version and it hangs down.
Scripted sequences available: none found.

Model name: p_satchel.mdl
Description: a smaller lying version of the satchelbomb.
Use it with: monster_generic entity. Fill model with models/p_satchel.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_satchel version and it lies down.
Scripted sequences available: none found.

Model name: p_satchel_radio.mdl
Description: a smaller vertical hanging version of the satchel ignition radio.
Use it with: monster_generic entity. Fill model with models/p_satchel_radio
Best usage of this model: really not that usefull, because it's smaller than the weapon_satchel version and it hangs down.
Scripted sequences available: none found.

Model name: p_shotgun.mdl
Description: a smaller vertical hanging version of the shotgun.
Use it with: monster_generic entity. Fill model with models/p_shotgun.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_shotgun version and it hangs down.
Scripted sequences available: none found.

Model name: p_squeak.mdl
Description: a smaller version of the squeak rat.
Use it with: monster_generic entity. Fill model with models/p_squeak.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_snark version
Scripted sequences available: none found.

Model name: p_tripmine.mdl
Description: a smaller vertical hanging version of the tripmine.
Use it with: monster_generic entity. Fill model with models/p_tripmine.mdl
Best usage of this model: really not that usefull, because it's smaller than the weapon_tripmine version and it hangs down.
Scripted sequences available: none found.

Model name: .mdl
Description:
Use it with:
Best usage of this model:
Scripted sequences available:

Model name: pelvis.mdl
Description: a piece of a human pelvis.
Use it with: a gibshooter like env_shooter, or monster_generic if you want to add it as decoration
Scripted sequences available: none found.

Model name: pipe_bubbles.mdl
Description: horizontal scrolling spritebubbles, mapped on a flat plane (they are thus NOT 3D).
Use it with: monster_generic entity. Fill model with models/pipe_bubbles.mdl
Best usage of this model: if you have horizontal transparent pipes with water, you can use this model to add movement to the water.
Scripted sequences available:
  • flow the constant flowing of bubbles.

Model name: player.mdl
Description: it's Gordon!, watch that midlife-crisis-ponytail! argl!
Use it with: monster_generic entity. Fill model with models/player.mdl
Amount of different bodies: 2. (0 to 1). Body 0: Gordon, body 1: Gordon with helmet on his head. Best usage of this model: if you want to add spooky things like, 'look player! we've cloned you!' or for advanced mappers, to create mirroreffects. This model doesn't have any weapons in his hand, allthough he keeps his hand as if he's carrying a gun. This can look ugly.
Scripted sequences available:
  • lookidle stands there, looking around carefully like he arrives in a strange place for the first time. Right hand points forward as if it's holding a handgun
  • idle as lookidle but doesn't look
  • deep_idle as idle, but left arm is slightly more moving
  • run2 runs forward. right hand still holds handgun
  • walk2handed walks forward like RoboCop, right hand holds handgun
  • 2handshoot stands up, and fires shotgun with both hands forward
  • crawl walks ducked forward, right hand holds handgun
  • crouch_idle as crawl, but doesn't walk
  • jump jumps up in the air, pulls up legs and lands on the floor again
  • long_jump does a large jump forward like a true Carl Lewis
  • swim swims gently with 2 legs and left arm. Right arm contains handgun
  • treadwater walks through water, left arm moves water away, right hand contains handgun
  • run runs in a weird way: only the legs move. Arms are glued to the body, straight down.
  • walk like run, but then normal walk
  • aim_2 holds shotgun with both hands, pointing forward.
  • shoot_2 like 2handshoot but stands more straight up
  • aim_1 like aim_2 but holds shotgun higher and looks over barrel
  • shoot_1 pose of aim_1 but shoots shotgun
  • die_simple drops to the floor on left side. Dead
  • die_backwards1 just falls backwards on his back. Dead
  • die_backwards makes salto mortale backwards, and lands on his back. Dead
  • die_forwards just drops to the floor forwards on his face. Dead
  • headshot takes large hit in head, and drops to the floor on right side. Dead
  • die_spin another backwards salto stunt around vertical bodyaxis and lands on left side on the floor. Dead
  • gutshot takes hit in stomach, kneels down, and falls on left side on the floor. Dead
  • ref_aim_crowbar stands straight up, holding crowbar above right shoulder with both hands, ready to jam
  • ref_shoot_crowbar hits something in front of him with crowbar in right hand.
  • crouch_aim_crowbar like ref_aim_crowbar but ducked down
  • crouch_shoot_crowbar like ref_shoot_crowbar but ducked down
  • ref_aim_trip stands, with both hands to fists in front of him, like M. Tyson does, but ofcourse holds a tripmine
  • ref_shoot_trip places tripmine on wall.
  • crouch_aim_trip like ref_aim_trip but ducked down
  • crouch_shoot_trip like ref_shoot_trip but ducked down
  • ref_aim_onehanded like aim_1
  • ref_shoot_onehanded like shoot_1
  • crouch_aim_onehanded like ref_aim_onehanded but ducked down
  • crouch_shoot_onehanded like ref_shoot_onehanded but ducked down
  • ref_aim_python as ref_aim_onehanded
  • ref_shoot_python pulls back something, like a rope
  • crouch_aim_python like crouch_aim_onehanded
  • crouch_shoot_python like crouch_shoot_onehanded
  • ref_aim_shotgun like aim_2
  • ref_shoot_shotgun like shoot_1
  • crouch_aim_shotgun like ref_aim_shotgun but ducked down
  • crouch_shoot_shotgun like ref_shoot_shotgun but ducked down
  • ref_aim_gauss like aim_1
  • ref_shoot_gauss like shoot_1 but larger pushback
  • crouch_aim_gauss like crouch_aim_shotgun
  • crouch_shoot_gauss like crouch_shoot_shotgun
  • ref_aim_mp5 like aim_1
  • ref_shoot_mp5 like shoot_1 but much faster (9mmAR)
  • crouch_aim_mp5 like crouch_aim_shotgun
  • crouch_shoot_mp5 like crouch_shoot_shotgun but much faster
  • ref_aim_rpg like aim_1 but looks more up instead of in front of him
  • ref_shoot_rpg like shoot_1 but shoots more up than in front of him and slower
  • crouch_aim_rpg like ref_aim_rpg but ducked down
  • crouch_shoot_rpg like ref_shoot_rpg but ducked down
  • ref_aim_egon like aim_1 but holds hands above eachother instead of behind eachother
  • ref_shoot_egon like ref_aim_egon
  • crouch_aim_egon like ref_aim_egon but ducked down
  • crouch_shoot_egon like ref_shoot_egon but ducked down
  • ref_aim_squeak like aim_1 but holds both hands closer to body
  • ref_shoot_squeak throws the snark with right hand on the floor in front of him
  • crouch_aim_squeak like ref_aim_squeak but ducked down
  • crouch_shoot_squeak like ref_shoot_squeak but ducked down
  • ref_aim_hive like idle
  • ref_shoot_hive like ref_aim_hive but shoots fast
  • crouch_aim_hive like ref_aim_hive but ducked down
  • crouch_shoot_hive like ref_shoot_hive but ducked down and shoots less fast
  • ref_aim_bow like aim_1
  • ref_shoot_bow almost as ref_aim_bow but with a small pushback with every shot
  • crouch_aim_bow like ref_aim_bow but ducked down
  • crouch_shoot_bow like ref_shoot_bow but ducked down
  • deadback a pose. Lying on back on floor. Dead
  • deadsitting a pose. Sitting down on floor, leaning with back to the wall, dead
  • deadstomach a pose. Lying on stomach on floor. Dead
  • deadtable a pose. Lying on stomach half on a table (right leg). Left leg and left arm hang down

Model name: protozoa.mdl
Description: a sphere-like thing, textured with Xen/black textures that rotates around a certain point.
Use it with: monster_generic entity. Fill model with models/.mdl
Best usage of this model: to add some moving parts to your level. Really not that usefull.
Scripted sequences available:
  • orbit rotates around a point in 3D space with constant X parameter.