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Model animation events

Roman Chistokhodov edited this page Dec 25, 2024 · 2 revisions
  • 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 the NPC.BodyDrop_Light soundscript.
  • 2002 - play the NPC.BodyDrop_Heavy soundscript.
  • 2010 - play the NPC.SwishSound soundscript.

See also event list on the303

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