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By modifying the Scale field at the actual Model catalogue entry.
By modifying the Scale field at an Actor catalogue entry which uses the model.
By an actor event action on an Actor catalogue entry which uses the model.
By calling the native void UnitSetScale (unit inUnit, fixed x, fixed y, fixed z) function (or any adapter there of).
By physicaly editing the file for the model.
Choose which best fits the situation.
The model catalogue entry is good for full scaling control (all axis) and can be used by many actors. You can even add random scale variation for each instance of the model here.
The actor scale entry is good if you just want a particular actor using the model to have a different uniform scale.
The actor event access to scale allows you to create situations where scale can change during play. An example would be a bloodlust buff which makes the unit grow in size like in WC3.
The trigger script native to change unit scale allows all axis changes. This could be useful for once off cinimatic effects or if you want size to change using advanced logic (which data can not supply).
Changing the actual vertex positions in the data file is generally not recommended unless you want to also alter model shape in the process. You still might prefer just altering the scale in the Model catalogue entry for consistency if others use the model though.
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