The Control Pannel: New wave of updates!

The 2026 great updates!
As the platform's oldest vendor, It would become inevitable to have packs that have been around for a while, accompanying many of you to help realize your projects, zones, dungeons, and fights. And that makes me happy. However, I always make sure that my mobpacks stay updated. The current endeavor of early 2026, before all the explosiveness of the Megabosses that will drop (woo!) is basically updating the oldest packs to a better functionality, improved syntax, cleaning up, and eventually, adding new functionalities!
The Control Pannel
Besides updating the functionality and making sure changes in plugins over the years don't break the functions, I started revising one of my older packs, Bandit Assault V1, at first, to make sure that it was working "fine". Suddenly, I came to a realization from all the new knowledges I now have regarding math and modularity: Adding systems that allow easier customization would be the next level.
So, the control pannel will be a new system that I will eventually Implement into all my mobpacks, progressively updating them, and keeping them up to 2026 standards. This new control pannel manages Health, damage, Health scaling (for when there are numerous players), and adds toggelability to functions that could be potentially disruptive, or different servers might consider more (or less) necessary, depending on many factors. It also adds configurability for Damage thresholds, which are basically a "minimum damage" so that players can actually stun or parry the mobs, helping server owners very easily build better zones, power creep levels, and better tiering for different mobs.
The amazing part about this pannel is that it can be configured via Variables, and per-mob and per mob variation, allowing you to use them very flexibly, without being constrained. Without having to go into the skill files, you can have control of all those functions, and quickly get to deploy and test your favorite mobs!
Any new help you need with this system, you can directly contact me or check more on my discord, since I'll be posting some tutorials regarding its use and advantages!

Scripting cleanups
I will be performing thorough cleanups of unused stuff, syntaxes and bloat, and instead add much better and more modular systems to prevent excessively copying and pasting skills that do similar stuff, for example, and making sure that all systems work as intended. I've developed a thorough list of changes to make accesibility of certain features better, like adding sounds to "HOSTILE" category, which allows volume faders modifying these mob's sounds, or like the control pannel, and its link with functions related to damage. Also, making sure to correctly check mob orientations, model sync, and other infrastructure stuffs. Basically, Infrastructure for everybody, changes that aren't extremely noticeable, but ultimately explain why my packs feel ... well.. just better!
Animation overhauls
Whenever I get to update packs, I reevaluate animations that might need some help, mostly walk cycles that don't correspond exactly to the speed, as well as making sure that interpolations work better with more optimized code systems. Along the way, I might also add new articulations to older packs, which were designed with performance in mind, due to ModelEngine 3 working with ArmorStands. Nowadays, with ModelEngine 4 being more optimized than ever, we could cut ourselves some slack and maybe indulge into new knees and elbows for more fluid movements, If people prefer it this way!
In any case, if you're reading this, you're probably an invested creator or server owner that cares about quality, and that's what we have in common! I care about quality the most, so, if at any point any pack does not work as intended, shoot me a ticket on McModels, and I'll be sure to check, fix, and help you as much as I can. Remember that no amount of "oldness" is remotely an excuse for a pack to not work!