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Model name: hair.mdl
Description: One hair you see waving at Xen.
Use it with: xen_hair entity
Best usage of this model: with more of them to add nice atmosphere to a Xen style level
Scripted sequences available:
  • spin wave in the wind

Model name: hassassin.mdl
Description: The ninja-lady that is very hard to kill and is so fast.
Use it with: monster_human_assassin
Best usage of this model: in spots in a level where the player definitely needs his ammo, but has to waste it because those assassins are too fast.
Scripted sequences available:
  • idle3 stands there, weapon in right hand, carefully looking around
  • idle1 stands there like James Bond, only Bond doesn't have these large ...
  • idle2 ducked down hands on weapon, fast looking around
  • run runs fast forward, pistol in right hand
  • walk walks gently forward, pistol in right hand
  • shoot kneeled down on right knee, shooting forward/up fast
  • grenadethrow ducked down on knees, throws something with left arm. Very fast sequence
  • kick Does a combi of 2 Tae kwondo kicks: first right leg swinged at head height from outside to inside, when almost down with right leg, rotate 180 degrees place right foot next to left foot and kick backwards with left foot/leg. It's been too long ago, I don't remember the name of these kicks anymore, any tae kwondo experts out there?
  • kickshort performs a mae gheri (karate). a kick straight ahead.
  • death_during_run at full speed forward dies, feet come loose from the ground, she slams into the ground on her stomach and gently rolls on her left side. Dead
  • die_backwards takes hit in chest, flies backwards and falls on back. Dead
  • die_simple is kneeled down on right knee, takes hit in head, touches head and falls down on stomach. Dead
  • jump makes salto backwards. Lands on feet. (bravo!)
  • fly_up keeps doing backwards salto's in the air. Doesn't land, so you can use this for a long fly
  • fly_down hangs in the air, left leg straight, right leg bowed, firing down
  • fly_attack same as fly_down
  • landfromjump lands on feet and ducks. Short sequence. shoot can follow this one

Model name: headcrab.mdl
Description: the creature where it all started with! that nagging thing jumping to your head.
Use it with: monster_headcrab entity
Best usage of this model: well placed headcrabs can scare any player to death. Great atmosphere enhancer (if you use aliens in your levels ofcourse)
Scripted sequences available:
  • idle1 sits on the ground, breathing
  • idle2 sits on the ground but waves forelegs up and down
  • idle3 sits on the ground and moves leftleg after rightleg like it's bored
  • walk walks slowly forward
  • run walks faster forward with forelegs up in the air
  • angry slams forelegs on the ground, raises up on backlegs and puts forelegs in the sky
  • flinch takes hit from the left and holds left foreleg up
  • dieback makes salto backwards and lands on its back. Dead
  • 180_left makes a turn left
  • 180_right makes a turn right
  • jump jumps straight up, like we all know so well from the game
  • jump_variation1 like jump but rotates more to the right
  • jump_variation2 like jump but rotates more to the left
  • yaw_adjustments sits on butt, forelegs around something, shivering
  • headcrabbed#1 idle1 then suddely jumps forward, holds on and grabs creature it has jumped on
  • headcrabbed#2 idle1 then jumps forward, lands on something that rotates to the right. there it stops
  • headidle sits on a head, doing nothing
  • crashidle sits on something moving
  • crash sits on something that moves into a wall, splatting the headcrab
  • hstruggleidle like crashidle but much slower
  • hstruggle has something in it's claws that rotates it 90 degrees down, like a pulled lever

Model name: hgibs.mdl
Description: a bloody human skull
Use it with: a gibshooter, like env_shooter or monster_generic when you use this as decoration
Scripted sequences available: none found

Model name: hgrunt.mdl
Description: the soldier that makes your live so miserable out there...
Use it with: monster_human_grunt entity
Best usage of this model: place it in groups for best player-hunting excitement. It's violent and can add great action fun to a level.
Scripted sequences available:
  • walk1 has weapon in both hands ready to shoot, and walks gently but carfull forward
  • run runs fast forward, slightly ducked.
  • victorydance bends over a creature and shoots it from very close
  • cower kneels down on left knee and protects face with left hand, like when he has trown a handgrenade or seen one that is going to explode
  • smflinch takes hit from the front and head is pulled back fast and back
  • leftlegsmflinch takes hit in left leg that is pulled back and returns back
  • rightlegsmflinsh same as leftlegsmflinch but now with right leg
  • rightarmflinch takes hit in right arm that's pulled back
  • leftarmflinch like rightarmflinch but now with left arm
  • launchgrenade kneels down on right knee and fires 9mmAR grenade up/front
  • throwgrenade reaches in backpack for a grenade and trows it in front of him.
  • idle1 stands there, weapon facing up, doing nothing, but carefully looking around
  • idle2 as walk1 but then not walking
  • combatidle like idle2 but now also looking over his weapon to aim better
  • frontkick performs a mae gheri, a kick forward at chest height with right foot
  • crouching_idle kneeled down on right knee, weapon in both hands, doing nothing
  • crouching_wait as crouching_idle but firing low
  • crouching_mp5 as crouching_wait but fires slowly and also straight ahead
  • standing_mp5 like crouching_mp5 but now standing up
  • reload_mp5 kneels down, reaches for new clip in backback, reloads weapon and restarts firing, standing up.
  • crouching_shotgun like crouching_mp5, but firing speed as shotgun
  • standing_shotgun like standing_mp5 but firing speed as shotgun
  • reload_shotgun like reload_mp5
  • advance_signal waves with left arm from below to behind his shoulder vertically, while pointing his gun forward
  • flank_signal first moves left arm straight up, then back horizontally then to the left side.
  • retreat_signal moves left arm from front slowly to up his shoulder then straight down.
  • drop_grenade picks a grenade from his chestpack and drops it to the floor
  • limpingwalk walks slowly forward, is shot in left foot and left arm. weapon points down
  • limpingrun like run, but now not pointing a gun and left side is hurt badly
  • 180L makes turn 180 degrees left
  • 180R makes turn 180 degrees right
  • strafeleft steps left fast, still firing
  • straferight steps right fast, still firing
  • dieback1 shot in head, turns around and falls on stomach. Dead
  • dieforward takes a dive forward on it's stomach. Dead
  • diesimple dies the 'platoon'-way. Take hit, and fall on the ground on right side. dead.
  • diebackwards takes hit and falls on back. Dead
  • dieheadshot is hit in head, falls down, dead on stomach
  • diegutshot is hit in stomach, looks at it, kneels down, and rolls on right side. Dead
  • barnacled1 is caught by a barnacle-tongue, and reaches for his throat with left arm.
  • barnacled2 hangs in the air, legs moving fast, left hand on throat
  • barnacled3 half in barnacle, legs moving less fast
  • barnacled4 almost eaten, legs moving slowly
  • dead_on_stomach a pose. Lies on stomach with arms spread beneath his head
  • deadstomach same as dead_on_stomach
  • deadside a pose. Lies on left side
  • deadsitting a pose. Sits down, dead
  • repel_jump stands in plane, looks down, shoots and catches repel to go down. There it stops
  • repel_repel hangs on repel, firing to the right, down
  • repel_shoot as repel_repel, but firing up
  • repel_land lands on the ground, lets go repel. There it stops. Very short sequence
  • repel_die he dies while hanging in the air. stays hanging
  • dragholeidle lies on stomach, moves very slowly arms, legs and head.
  • draghole as dragholeidle but is now dragged by the feet in that direction. Left leg hits holeborder and folds up, cracking the bones. Follows dragholeidle
  • bustwall flies back and falls on back. Like a large explosion took place right in front of him
  • hoprail places left hand on something and hops over it with both legs at the same time.
  • converse1 stands with both arms crossed in front of his chest talking about Bill Clinton's Impeachment
  • converse2 like converse1, but then leaning against a wall with his back
  • startleleft follows converse1. Opens arms and looks to the left like he saw something there. There it stops. Short sequence
  • startleright follows convers2. Opens arms and looks to the right like he saw something there. There it stops. Short sequence
  • divecover takes a dive on his stomach, forward, and stands up.
  • difuse kneeled down on left knee, leaning on right leg doing nothing, looking puzzeled
  • corner1 stands there just behind a corner, with the corner at his left side, looking just around the corner to the left
  • corner2 like corner1 but is not looking
  • stone_toss sits down on something low, grabs a stone from the floor, flips it up and looks at it, then stands up.
  • cliffdie drops from high cliff and drops into something very deep. Dead
  • diveaside_idle like crouching_idle
  • diveaside shoots forward, then takes a dive on his stomach to the right to take cover, there he stands up
  • kneeldive_idle kneeled down on right knee, weapon pointing forward, doing nothing
  • kneeldive as kneeldive_idle but shoots 2 times, then dives to the left, again gets up on his knee facing the other direction as sequencestart.
  • WM_button slams with left fist on button on the wall at headheight and looks
  • WM_moatjump jumps up on a higher platform on the right, then takes a few steps forward and takes a jump. Hardly usable though, unless you have architecture fitting this sequence
  • bustwindow smashes into something with the backside of his gun and aims then through the hole
  • dragleft drags something with his left hand while walking forward. looks at the dragged object
  • dragright same as dragleft but now hangs to the left, like it's really heavy
  • trackwave stands with his legs spread and waves with both arms above his head
  • trackdive dives away to the right and gets up
  • flyback flies back like he's hit by a truck in the chest, tries to get up
  • impaled is folded up, dead. Backpack is facing up, chest is horizontal, arms and legs and head are hanging down. Great for floating dead grunts in the water
  • jumptracks takes jump forward with both legs together
  • pipetoss like throwgrenade
  • plunger presses down lever with both hands

Model name: holo.mdl
Description: the woman you seel when you do the training course. The model itself is solid, just play with the rendereffects to get a hologram.
Use it with: monster_generic entity. Fill model with models/holo.mdl
Best usage of this model: to add some atmosphere to a level or to let some other person than scientists say something.
Scripted sequences available:
  • walk just walks gently forward
  • longjump makes 2 large steps forward (running) and jumps far, like a longjump.
  • troom_talkidle stands up, with hands on her back.
  • troom_quadjump runs and does 3 different jumps. Not very usable, unless you have the architecture that fits the jumps
  • troom_intro stands up, hands gently waving like she is teaching something.
  • quadtalk like troom_talkidle
  • cjump_hole jumps up and lands higher on left leg and crouches into the pipe/hole she jumped up/into
  • scharge like troon_talkidle but after a few seconds she will point to something on her right then come back into startposition
  • crouche_hole just stands there, hands on her back.
  • jump_module like scharge
  • longjumptalk like troon_talkidle
  • healthkit like scharge
  • completed like troom_talkidle
  • target stands up like troom_talkidle but streches left arm to the left to point at something, then puts it back on her back
  • kickup in the water, she goes to the bottom, then jumps up
  • threadwater slowly floating in the water, arms horizontal, legs slightly moving
  • dive dives into the water in front of here
  • divetalk like troom_talkidle
  • aquaexit don't expect a Lara Kroft sequence, it's just another troom_talkidle :(
  • train like troom_talkidle
  • crate like troom_talkidle
  • pull_box like troom_talkidle
  • crate_exit like troom_talkidle
  • bust_wall like troom_talkidle but makes 3 gently 'hitch-hiking' moves with left arm
  • ladder like troom_talkidle but raises left arm as in 'I vote for Bill Clinton's Impeachment'

Model name: hornet.mdl
Description: the small planethingy you shoot with the hornetgun
Use it with: monster_generic entity. Fill model with models/hornet.mdl, and use a path and some env_beams to create shots of hornets from for example other monster_generic entities that don't have AI, like the archer
Scripted sequences available:
  • idle doing nothing

Model name: houndeye.mdl
Description: the weird, 3 legged sheepdogs that seem so nice but hurt you bad with their radiation shots
Use it with: monster_houndeye entity
Best usage of this model: as a monster that should stop the player. Place several houndeyes together to let them operate in squads.
Scripted sequences available:
  • idle1 bows through right frontleg and taps ground with left front leg
  • idle2 stands there doing nothing but breathing
  • idle3 stands there and shakes shoulders
  • run runs fast forward
  • die just falls on it's left side. Dead. Short sequence
  • die1 falls on head forward and then on left side. Dead
  • die2 falls backwards and on left side. Dead
  • die3 same as die2 but then on right side.
  • attack the fast shivering attack it does, swinging from right to left then releasing it's energy in centric circles (not included)
  • flinch_small takes hit and shakes head
  • flinch_small2 bends knees and comes back to stand. Short Sequence
  • die_crumple drops to the floor, right leg is folded under the body
  • walk_limp walks slowly, left leg is hurt
  • walk2 walks more slowly, feet for feet, backleg is hurt
  • leaderlook stands up on its backleg like a ballerina, looks around to see if all his troops are still there, then comes back to normal stand
  • sleep lies on it's right side, breathing but doing nothing
  • gotosleep stands, shivers shortly, then lies down on ground and takes position of sleep
  • sleeptostand jumps up from sleep to stand. Short Sequence
  • madidle shortly moves frontlegs back and forth apart from eachother
  • madidle2 shakes body, leaning on right leg, then streches all legs to raise a bit up then continues shaking
  • madidle3 makes 2 jumps up in the air
  • inspect turns head aside to get a concentrated look, then holds up left leg as in 'come closer, stranger'
  • eat looks down on the ground, then places body on the ground and moves it back and forth, then comes back to stand
  • 180l makes turn left
  • 180r makes turn right
  • jumpback jumps backwards
  • wakefast jumps up from sleep with a fast jump in the air
  • whimper looks away, down and shakes body like it's crying
  • jumpwindow takes a large jump forward and when it lands, it rotates 180 degrees

Model name: hvr.mdl
Description: a model of a airfigher bomb, long, thin, deathly
Use it with: monster_generic entity. Fill model with models/hvr.mdl
Best usage of this model: with a path, a monster_apache or monster_osprey that drops this bomb, and an env_explosion when it hits the ground
Scripted sequences available: none found.