Entity.SetModel
From GMod Wiki
| Function | |
| Syntax | Entity:SetModel( String modelname ) |
| Description: | |
| Sets the model of the entity. This is used both in scripted entities and before creating hard-coded entities (like prop_physics). | |
| Returns: | nil |
| In Object: | Entity |
| Realm: |
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| BBCode Link: | [b][url=http://wiki.garrysmod.com/?title=Entity.SetModel]Entity.SetModel [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b] |
Examples
| Description | Sets the model of a scripted entity in the initilization function. |
|---|---|
| Used on | |
| Code | function ENT:Initialize() self:SetModel("models/props_c17/oildrum001.mdl") end |
| Output | N/A |
Additional Notes
- Several folders will be searched to find the model.
- First off it will search the garrysmod folder.
- After that it will check the currently active gamemode's content folder.
- If the first two options fail it will also search the GCFs of your installed steam games if the model isn't found in the Garry's Mod folder.
- Models can be browsed in the Hammer editor included with the source SDK. You can copy the model path directly from it.
- It's not necessary to call util.PrecacheModel() before setting a model, but the server will temporarily lag every time an uncached model is spawned, so it is good practice to call util.PrecacheModel once before setting the model.