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Supplement : Character Animation Reference Guide

by : Dann - 13th December 1998
Credits to: Half-life Editing Resource Center and Wavelength

These are the names of animations for each model found within the pak. It is not complete as of yet, because most of the information has not been released. Each animation name can be put in a scripted_sequence, and as long as it points to an actor that has that animation within the model file, it will act out that action. Entities may either use their proper name (monster_scientist, monster_barney, etc..) or use a monster_generic with the model name on the model string (model = models/hgrunt.mdl). This is especially useful for monsters like the grunt that will kill things before they act out their part, or ones like the fast walker, which have no entity name.

Scientist (monster_scientist):
beatdoor - beats on a door or window
buysoda - tries to buy soda, then hits machine
C1a0_catwalkidle - balancing on unsteady catwalk
C1a0_catwalk - falling from catwalk that breaks
ceiling_dangle - gets pulled up into the ceiling tiles
checktie - straightens his tie
Coffee - sitting down with hands on coffee cup
cowering_in_corner - cowers, sitting on floor shaking head loop
Cprscientist - scientist giving cpr
Cprscientistrevive - helping guard up after reviving him with cpr
Crawlwindow - crawls through a window
Deskidle - leans on desk
divewindow - dives through window then gets up to run away
Franticbutton - races to shut off an event (pre-disaster)
Handrailidle - leans on handrail
Handrail - turns from handrail to look at something
Haulscientist - zombie hauls the body of a dead scientist around
headcrabbed - pushes file cabinet on headcrab, then gets headcrabbed from behind
ickyjump_sci - icthyosaur jumps up and knocks scientist off catwalk
Idle1 - subtle
Idle3 - look up
Idle4 - look down
Idle5 - look right
Idle6 - look left
Idle7 - shifts position
Idewall - standing next to wall before the "scientist_gets_pulled" sequence
locked_door - tries frantically to get out of the locked door
lookwindow - looks through window
no - shakes head 'no'
pondering - studies walls
pondering2 - studies walls
pondering3 -studies walls
pulldoor - tries pulling on a locked door
push_button - presses a waist-high button in front of him
scientist_gets_pulled - gets pulled into the walls by zombie
Startle - startles and turns to the left
Studycart - studies pushcart
tieshoe - props foot up on bench to tie shoe
Tentacle_grab - gets grabbed by tentacle that busts through window
unlock_door - unlocks door for player
Ventpull1 - gets pulled into vent, legs first
Ventpull2 - tries to save other scientist from being pulled into vent
Ventpullidle1 - idle animation for ventpull1
Ventpullidle2 - idle animation for ventpull2
wave - waves at player
Writeboard - writes on the whiteboard
yes - shakes head yes

Barney (monster_barney):
almost - dies on floor while reaching for medkit
almostidle - wounded on floor reaching for medkit
assassinated - gets killed by assassin's bullet
barneyfall - falls four stories with the bullsquid
barneyfallidle - guard and bullsquid idle until triggered to fall
Barn_hiding - hides under desk
Barney_dragvent - getts dragged into a low vent opening
Barn_wave - waves at player to warn them
beat_grunt - stands over a body and points forward
beat_grunt_idle - stands over grunt
c1a3a_emerge - emerges from the vent after killing zombie
c1a3a_ventb - getting pulled through the vent by a zombie
c3a2_draw - draws pistol and then puts it back in holster
Cower_sit - squatting down, looking afraid
Cower_stand - standing, looking around nervous
Dying_barney - dying guard motions towards the vents
halting_player - standing at attention, halts player
haul_barney - zombie hauls a dead guard around
Idle1
Idle2
Idle3
Idle4
intropush - pushes buttons while standing
locked_door - trying to open locked door
retina - uses the retinal scanner
standing_idle - standing at attention
standing_looking - standing at attention looking around
standing_idle - relaxed standing at position
trackswitch - pulls lever to change the traintracks
unlatch - unlatches a door while standing
Woundwalk - walks with a bad limp

Human Grunt (monster_human_grunt):
Bustwall - dead grunt gets thrown through wall
Converse1 - talks casually to another grunt
Converse2 - talks casually to another grunt
Divecover - dives out of the way
Diveaside_idle - prepares to dive out of the way
Diveaside - dives out of the way
Dragholdidle - dead grunt is about to be dragged into hole by bullsquid
Draghole - gets dragged into hole by bullsquid
Hoprail - hops over rail
Idle1
Idle2
kneeldive_idle - prepares to dive out of the way
kneeldive - dives out of the way
pipetoss - tosses a bomb
plunger - hits plunger to blow something up
Startleleft - quickly turns to face his left
Startleright - quickly turns to face his right
trackwave - stands in middle of track and waves
trackdive - second part to trackwave, dives out of the way of train

Zombie (monster_zombie):
Busting_through_wall - busts through wall and lands flat on face
Bust_window - launches through window
Getup - gets up from flat on his face
Falling - falling loop animation
Freak - sits in chair spazzing out
Freakdie - dies in chair
Haulzombie - hauls dead bodies down a corridor
Kick_punch_wall
Slideidle - has just been shot and is about to slump against wall
Slidewall - hits wall and slides down after being shot
Soda - messes with the soda machine then hits it
Stand_up - gets up after bursting through window
Vent_c1a3a - pulls guard through a vent, then swings him into a switch
Zombie_pull_scientist - pulls scientist through wall

BullSquid (monster_bullchicken):
Bulljump - jumps on back of scientist
Draggruntidle - readies to drag a human grunt through a hole
Draggrunt - drags a grunt through a hole
squidfallidle - guard and bullsquid idle until triggered to fall
squidfall - guard and bullsquid fall four stories

G-Man (monster_gman):
no - shakes his head 'no'

Archer (monster_generic, models/archer.mdl):
idle1,
idle2,
idle3,
burst(small),
swim,
swim_fast,
flinch1,
flinch2,
die1,
die2,
shoot,
surface,
sink,
dead_float,
180left,
180right

Chum Toad (monster_generic, models/chumtoad.mdl):
idle,
idle2,
idle3,
flinch1,
flinch2,
hop,
swim,
die3,
pdwiggle,
playdead1,
playdead2

Floater (monster_generic, models/floater.mdl):
idle1

Mr. Friendly (monster_generic, models/friendly.mdl):
idle1,
walk,
smallflinch,
smallflinch2,
attack,
doublewhip,
diesimple,
vomit

KingPin (monster_generic, models/kingpin.mdl):
idle1,
walk,
run
Skeleton (monster_generic, models/skeleton.mdl):
onback,
s_sitting

Snap Bug (monster_generic, models/snapbug.mdl):
idle

Stuka Bat (monster_generic, models/stukabat.mdl):
Land_ceiling,
Land_ground,
Attack_bomb,
Attack_claw,
Dive_cycler,
Death_fall_simple,
Death_fall_violent,
fall_cycler,
Flinch_big,
Flinch_small,
Flying_cycler,
Flying_turn_left,
Flying_turn_right,
Hover,
Die_on_ground,
Flinch_on_ground,
Eat_on_ground,
Disply_fidget_on_ground,
Subtle_fidget_on_ground,
Ground_walk,
Subtle_fidget,
Preen_fidget,
Swing_fidget,
Take_off_from_land

Gargantuan (monster_gargantua):
idle1
idle2
idle3
idle4
walk
stomp
shootflames1
shootflames2
180left
180right
Flinchlight
Flinchheavy
Attack
die
bitehead
throwbody
smash

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