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Set Entity Model

Replaces the specified entity's model with another of the same resource type. The entity's script and properties will be kept (i.e. only the visual appearance will change). The model name is case-sensitive.


set_entity_model(entity, model_name)
entityEntity that will have its model replaced.EntityYes
model_nameName of the new model resource.StringYes


set_entity_model(entity["bridge01"], "boards");

Results: Replaces the model of the “bridge01” tile with the “boards” model.

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.

Editor Node:

Visual Demo:

set_entity_model.txt · Last modified: 2021/04/21 18:50 by justin