Garry's Mod Wiki

Entity:SetModelScale

  Entity:SetModelScale( number scale, number deltaTime = 0 )

Description

Uniformly scales the model of the entity, if the entity is a Player or an NPC the hitboxes will be scaled as well.

To resize the entity non-uniformly, along any axis, use Entity:EnableMatrix instead.

For some entities (Such as prop_physics and anim type Scripted Entities), calling Entity:Activate after this will scale the collision bounds and PhysObj as well; be wary as there's no optimization being done internally and highly complex collision models might crash the server.

Client-side trace detection seems to mess up if deltaTime is set to anything but zero. A very small decimal can be used instead of zero to solve this issue.

If your old scales are wrong, use Entity:SetLegacyTransform as a quick fix.

If you do not want the physics to be affected by Entity:Activate, you can use Entity:ManipulateBoneScale( 0, Vector( scale, scale, scale ) ) instead.
This disables IK.

Arguments

1 number scale
A float to scale the model by. 0 will not draw anything. A number less than 0 will draw the model inverted.
2 number deltaTime = 0
Transition time of the scale change, set to 0 to modify the scale right away. To avoid issues with client-side trace detection this must be set, and can be an extremely low number to mimic a value of 0 such as .000001.

Example

From the "Biggify" option of right clicking an npc

ent:SetModelScale( ent:GetModelScale() * 1.25, 1 )