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Model animation events
Roman Chistokhodov edited this page Dec 25, 2024
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- The model animations in Half-Life can have events attached to specific frames.
- Data-wise event is just a number with optional options string.
- In the game events are different effects played along with the model animation when it reaches the frame the event resides on.
- The events are handled and processed by the game logic. Entity implementations are responsible for handling the events, but there's a number of shared events, recognized by all monster entities.
The incomplete list of shared events:
-
1004
- play a sound provided in the options data of the event on the body channel and idle attenuation. -
1008
- play a sound provided in the options data of the event on the voice channel and idle attenuation. -
1011
- play a sound provided in the options data of the event on the body channel and norm attenuation. Opposing Force compatible. -
1012
- play a sound provided in the options data of the event on the voice channel and norm attenuation. Opposing Force compatible. -
1013
- play a sound provided in the options data of the event on the weapon channel and norm attenuation. Opposing Force compatible. -
1014
- play a soundscript provided in the options data of the event. Featureful SDK specific. -
2001
- play theNPC.BodyDrop_Light
soundscript. -
2002
- play theNPC.BodyDrop_Heavy
soundscript. -
2010
- play theNPC.SwishSound
soundscript.
See also event list on the303