@@ -25,6 +25,7 @@ Add or remove a model from the targeted entity.
| lockyaw | ly, lyaw | Should the model's yaw be locked | Boolean | false |
| step | s | The step height of the model | Double | 0.5 |
| radius | rad | Visible radius of the model.<br>Values less than or equal to 0 will not be read | Integer | 0 |
| viewrange | vr | Client view range of the model | Double | 4096 |
| scale | | Scale of the model | Double | 1 |
| hitboxscale | | Collision hitbox scale of the model<br>**Caution: Large hitboxes might cause server lag** | Double | scale |
| usestatemachine | usm, state, statemachine | Use the new animation system<br>**Highly recommended to switch to this system** | Boolean | false |
...
...
@@ -35,6 +36,11 @@ Add or remove a model from the targeted entity.
| save | | Should the model be saved on entity unload | Boolean | false |
| rootbone | root, rt | The [root bone](/Skills/Mechanics/RootMotion) of the model | String | |
| track | | If set to false, the model will not be sent to other players. (Useful for disguising players without sending the model to other players) | Boolean | true |
| invisupdate | iu | Should the model continue updating while the base entity is invisible | Boolean | false |
| seeself | vs, see | Should the model be visible to the player it is disguising | Boolean | true |
| pivot | pv | Should the base entity be used as the model's pivot | Boolean | false |
| renderfire | rf | Should the model render fire when burning | Boolean | |
| forcefire | ff | Should the model always render fire | Boolean | |