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Model name: abone_template1.mdl
Description: a model of a bone.
Use it with: monster_generic entity. Fill modelkey with models/abone_template1.mdl
Best usage of this model: with a gibshooter like env_shooter entity.
Scripted sequences available: none found.

Model name: aflock.mdl
Description: triangle shaped flying flat creature. Xen like.
Use it with: monster_generic entity. Fill modelkey with models/aflock.mdl
Best usage of this model: place it in the air to create more atmosphere.
Scripted sequences available:
  • fly Normal flying motion
  • fly2 Another flying motion
  • bankL Flies a bit different from fly and fly2
  • bankR Same as bankL
  • hit It looks like it's shot
  • wounded It flies with a hurt wing
  • crash It crashes into the ground and stops moving
One example for a scripted sequence: give as action-animation for a scripted sequence that is bound to a monster_generic with this model for example the name of the hitsequence: hit to let it look as if it's been shot.

Model name: agibs.mdl
Description: a piece of alien meat. No blood
Use it with: monster_generic entity. Fill modelkey with models/agibs.mdl
Best usage of this model: with a gibshooter like the env_shooter entity
Scripted sequences available: none found.

Model name: agrunt.mdl
Description: the alien variant of the human grunt. You know, that dude that shoots hornets at you.
Use it with: monster_alien_grunt entity. You can of course use monster_generic but it'll possibly not be violent then.
Best usage of this model: as a monster that is there to kill the player.
Scripted sequences available:
  • idle1 just stands there
  • threat threats you badly with guns n gutter.
  • walk walks normal forward
  • run runs fast forward
  • turnl turns left and back to normal position
  • turnr turns right and back to normal position
  • smallflinch makes small redraw from shock, fear or pain
  • bigflinch makes big redraw from shock, fear or pain. stays at same position though
  • mattack2 does an attack with the right claw, like when you are too close to him
  • mattack3 does an attack with the left claw, like when you are too close to him
  • victorysquat does small step forward to celebrate your death
  • victoryeat brings a piece of meat to his mouth with his '3rd' arm at his stomach
  • larmflinch steps back with left leg quickly and moves his head quickly for a second because of a shock, fear or pain
  • llegflinch moves weight to left leg and turns slightly to left as if hit or has pain at right side
  • rarmflinch moves with his shoulders backwards, more with right shoulder as if hit at left side
  • rlegflinch is hit or shocked and moves weight slightly on right leg
  • attack3 shoots hornets with right arm to enemy that's positioned slightly above/in front of him
  • hornetattack shoots hornets straight forward.
  • quickshoot shoots several hornets straight forward
  • longshoot shoots hornets for a longer time straight forward
  • diehead hit in head, dead, falls backwards on back
  • diegut hit in stomach, and falls dead forward on stomach
  • dieforward just hit, dies and falls dead forward on stomach
  • diesimple just falls forward and is dead
  • diebackward almost the same as diehead only slower
  • float hangs in water floating, doesn't move besides breathing
  • scare tries to scare everyone by showing how a badboy he is
  • bigopen opens 2 sliding doors like in the game.
  • smashrail smashes something with his right claw, moving it from leftdown to right up.
  • landhard lands from the sky hard on the ground on his feet

Model name: apache.mdl
Description: model of an apache attack helicopter.
Use it with: monster_apache entity. You can of course use monster_generic but it'll possibly not be violent then.
Best usage of this model: Like in the game, an attacker in the air is always a nice touch.
Scripted sequences available: none found.

Model name: archer.mdl
Description: alien fish.
Use it with: monster_generic entity. Fill modelkey with models/archer.mdl
Best usage of this model: to give a semi-voilatile environment under water. It's of course not a monster that'll hit you but it's ok to insert a few :) and if you let it spawn env_beams that will hit the player or whatever it CAN be harmfull, just use your creativity!
Scripted sequences available:
  • idle1 just hangs in the water breathing
  • idle2 same as idle1
  • idle3 same as idle1
  • burst(small) shoots a small burst of it's bullits.
  • swim swims, like moving it's tail
  • swim_fast like swim but faster
  • bite bites what's in front of him and rips it apart
  • flinch1 acts like it took a hit from the right side
  • flinch2 acts like it took a hit from below
  • die1 dies after a hit from the right.
  • die2 dies after a hit from below
  • shoot shoots 1 bullit.
  • surface moves it's weird eyes to the surface to watch.
  • sink a pose you can use to move it to the bottom of the waterarea. It acts dead and lies on it's left side
  • dead_float opposite pose of sink, on left side but right side curved upwards, floating at the surface of a waterarea
  • 180left turns left and back
  • 180right turns right and back