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Entity:SetModelScale#528293

<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. 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. This is the same system used in TF2 for the Mann Vs Machine robots. To resize the entity along any axis, use <page>Entity:EnableMatrix</page> instead. If your old scales are wrong, use <page>Entity:SetLegacyTransform</page> as a quick fix. ⤶ <note>If you do not want the physics to be affected by <page>Entity:Activate</page>, you can use <page>Entity:ManipulateBoneScale</page>`( 0, Vector( scale, scale, scale ) )` instead.</note>⤶ <bug issue="2193">The hull does not scale properly with this function.</bug> <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. A number less than 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> <example> <description>From the "Biggify" option of right clicking an npc</description> <code>ent:SetModelScale( ent:GetModelScale() * 1.25, 1 )</code> </example>