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[< Back to mechanic page](/Skills/Mechanics)
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## Description
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Add or remove a model from the targeted entity.
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## Attributes
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| Attribute | Aliases | Description | Type | Default |
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|-----------|---------------|------------------------------------------|---------|---------|
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| modelid | m, mid, model | The model id of the model | String | |
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| remove | r | Is this mechanic used for removing model | Boolean | false |
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#### When remove = false
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| Attribute | Aliases | Description | Type | Default |
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|-----------------|--------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------|---------|---------|
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| hitbox | h | Should the model override the hitbox | Boolean | true |
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| invisible | i, invis | Should the base entity be invisible | Boolean | true |
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| damagetint | d, tint | Should the model flash red when damaged | Boolean | true |
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| nametag | n, name | The tag bone used to display the name | String | |
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| drive | | Can this model be driven | Boolean | false |
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| ride | | Can this model have passengers | Boolean | false |
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| lockpitch | lp, lpitch | Should the model's pitch be locked | Boolean | false |
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| lockyaw | ly, lyaw | Should the model's yaw be locked | Boolean | false |
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| step | s | The step height of the model | Double | 0.5 |
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| radius | rad | Visible radius of the model.<br/>Values less than or equal to 0 will not be read | Integer | 0 |
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| scale | | Scale of the model | Double | 1 |
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| hitboxscale | | Collision hitbox scale of the model<br/>**Caution: Large hitboxes might cause server lag** | Double | scale |
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| usestatemachine | usm, state, statemachine | Use the new animation system<br/>**Highly recommended to switch to this system** | Boolean | false |
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| initrender | init | Whether the model should immediately be shown to players. If false, this allows you to further customize your model before showing with [RenderInit][] | Boolean | true |
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| showhitbox | | Should the model's hitbox be visible.<br>If hidden, the player can no longer interact with the model. | Boolean | true |
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| showshadow | | Should the shadow be visible | Boolean | true |
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| syncbody | | Should the body rotation be synced to the head rotation | Boolean | true |
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| save | | Should the model be saved on entity unload | Boolean | false |
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#### When remove = true
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| Attribute | Aliases | Description | Type | Default |
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|-----------|---------|----------------------------------|---------|---------|
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| killowner | ko | Should the base entity be killed | Boolean | false |
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## Examples
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#### Adding a new model:
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This will apply a model on entity spawn and load.
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```yaml
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Skills:
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- model{m=kindletronsr;usm=true} @self ~onSpawn
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# Run the same mechanic on load if the mob is persistent
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- model{m=kindletronsr;usm=true} @self ~onLoad
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```
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---
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#### Remove a model:
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This will remove the model and also kill the entity.
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```yaml
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Skills:
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- model{m=kindletronsr;r=true;ko=true} @self
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```
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<!-- LINKS -->
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[RenderInit]: /Skills/Mechanics/RenderInit |
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\ No newline at end of file |