Revision Difference
Entity:SetModelScale#514712
<function name="SetModelScale" parent="Entity" type="classfunc">⤶
<description>⤶
Scales the model of the entity, if the entity is a <page>Player</page> or an <page>NPC</page> the hitboxes will be scaled as well.⤶
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For some entities, calling <page>Entity:Activate</page> after this will scale the collision bounds and <page>PhysObj</page> as well; be wary as there's no optimization being done internally and highly complex collision models might crash the server.⤶
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This is the same system used in TF2 for the Mann Vs Machine robots.⤶
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To resize the entity along any axis, use <page>Entity:EnableMatrix</page> instead.⤶
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If your old scales are wrong due to a recent update, use <page>Entity:SetLegacyTransform</page> as a quick fix.⤶
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<bug issue="2193">The hull does not scale properly with this function.</bug>⤶
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<bug issue="3502">This does not scale procedural bones and disables IK.</bug>⤶
</description>⤶
<realm>Shared</realm>⤶
<args>⤶
<arg name="scale" type="number">A float to scale the model by. 0 will not draw anything. &amp;lt; 0 will draw the model inverted.</arg>⤶
<arg name="deltaTime" type="number" default="0">Transition time of the scale change, set to 0 to modify the scale right away.</arg>⤶
</args>⤶
</function>⤶
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<example>⤶
<description>From the "Biggify" option of right clicking an npc</description>⤶
<code>ent:SetModelScale( ent:GetModelScale() * 1.25, 1 )</code>⤶
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</example>