The following animation sequence names can be used within the scripted_sequence and aiscripted_sequence entities to make the monster_barney perform a number of different actions.
• 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 –s tands 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