Model animation events #
- 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_Lightsoundscript.2002- play theNPC.BodyDrop_Heavysoundscript.2010- play theNPC.SwishSoundsoundscript.
See also event list on the303
Clientside events #
The events 5000 and above are considered to be clientside events - they’re playing on client. These are used by weapon viewmodels for playing muzzle flashes and sounds.
New client animation events introduced in Featureful SDK:
5005- muzzleflash on the first attachment. This is practically the same as event 5001 with the event options set to31. This is currently a stub for Sven Co-op weapon models. In Sven Co-op the options for event5005refer to the txt file that defines the muzzleflash properties. The support for such files might be implemented later.