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set_entity_model [2017/05/12 14:21] – external edit 127.0.0.1set_entity_model [2021/04/21 18:50] (current) justin
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 ---- ----
  
-Replaces the specified entity's model with another of the same resource type. The entity's properties will be kept (i.e. only the visual appearance will change).+Replaces the specified [[entity|entity's]] model with another of the same resource type. The [[entity|entity's]] [[script]] and properties will be kept (i.e. only the visual appearance will change). The model name is case-sensitive.
  
 +====Signature:====
 <code python> <code python>
-set_entity_model(self"model_name")+set_entity_model(entity, model_name)
 </code> </code>
  
 ^Argument^Description^Type^Required^ ^Argument^Description^Type^Required^
-|self|Description.|[[String]]|Yes| +|entity|[[Entity]] that will have its model replaced.|[[Entity]]|Yes| 
-"model_name"|Description.|[[String]]|Yes|+|model_name|Name of the new model resource.|[[String]]|Yes|
  
 ====Example:==== ====Example:====
-<code python+<code bauxite
-set_entity_model(self, "model_name")+set_entity_model(entity["bridge01"], "boards");
 </code> </code>
-//Results://+//Results:// Replaces the model of the "bridge01" [[tile]] with the "boards" model.
  
 <WRAP center round tip 100%> <WRAP center round tip 100%>
-Use the **Set Entity Model** function to ...+Use the **Set Entity Model** function as a way to drastically transform the appearance of a [[character]], [[tile]] or [[object]], for example a creature that has mutated or evolved.
 </WRAP> </WRAP>
  
set_entity_model.1494624069.txt.gz · Last modified: 2017/05/12 14:21 by 127.0.0.1