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Q2PRO-X 1.6 Final by ly

Item animation

Q2PRO-X document image

Project author: ly

Jumps, squash and stretch by item group.

English edition • Q2PRO-X 1.6 Final by ly • November 7, 2026


Contents

The entries are links: click one to jump to that section.

Item animation

Where to find it

Main page

Categories

Individual category page

Visibility and rendering

Console


Item animation

Stationary pickups can move like soft jelly: a small rise, brief hold, stretched fall, squashed landing and settling wobble, followed by a rest. Existing item rotation is preserved.

Animation works in multiplayer, local games and demos without server changes. It defaults to off; settings are global and persist across mods and restarts.

Where to find it

Online game settings → Item animation.

Main page

Enable is the master switch. Each category also starts with zero strength, so enabling the master alone does not move any items.
Time spread ranges from synchronized cycles at 0% to stable per-item phase differences at 100%.
Health, Armor, Weapons, and Ammo, powerups, keys open category pages.
Reset settings restores all animation controls, including zero category strength, without changing the master, highlighting, bloom, model scale or lighting.

Categories

There are 22 independently controlled categories:

Small, medium, large and mega health.
Armor shard, jacket, combat and body armor, power screen and power shield.
Shotgun, super shotgun, machinegun, chaingun, grenade launcher, rocket launcher, hyperblaster, railgun and BFG10K.
Ammunition, powerups/equipment, and keys.

All ammunition types share their category. Powerups/equipment includes quad, invulnerability, silencer, rebreather, environment suit, adrenaline, bandolier and pack.

A category's strength slider scales the amount of motion, not its speed. Off leaves it unchanged; 100% applies the complete configured motion.

Individual category page

Strength and Height, with a maximum rise of 10 world units. Low ceilings and overhead doors, lifts or trains reduce the permitted motion. Tall models can have height and deformation reduced together.
Movement sets rise, top hold, fall, settling and rest durations in seconds.
Shape and landing sets rise compression, fall stretch, landing squash, wobble amount, frequency and damping.
Reset this category resets only this category, including its strength to off.

Visibility and rendering

Visibility uses the map's potentially visible regions from the viewer's position. Turning the camera does not stop an item behind the camera from cycling. Animation fades in or out over a quarter second when that visibility changes. This is not a separate line-of-sight test for each item: an item behind a box within a visible region can still animate.

Movement is small: upward displacement is capped at 10 units and lateral expansion at 2 units. Moving overhead obstacles constrain the pose each frame. Shadows, highlighting, bloom and reflected models use the same pose, including water, rain/blood puddles and AVFX mirror surfaces.

Players, monsters, corpses, projectiles and held weapons are not affected. Moving or tilted pickups stay in their normal pose; motion starts after they settle.

Console

cl_item_jelly_status lists enabled categories and last-frame reasons for ordinary or animated poses. cl_item_jelly_status list includes individual items. cl_item_jelly_reset resets all categories; cl_item_jelly_reset_category <category> resets one. Their current values and help are also available in Cvar Browser.