other ideas rocking chairs ghostly crib or bassinet--you would have to provide the wailing child sound
please feel free to add to the ideas Im curious to see what uses you all come up for rocking items nice thing about this is its better then pendulom because all axis are available drawback you cant just make a volume brush to do it you would have to bind your object to the func_shaking still what ideas do you have

this can be part of the solution with piston cranks as is discussed in this thread
http://www.doom3world.org/phpbb2/viewto ... 016#147016wow ive never seen someone post so many times in there own post lol, but good work im going to use that func_shaking....

if your needing a somewhat random feel to somehting like shutters you can target it with a triger_timer and set the random wait instead of a regular wait
Wether it really works or not I pluged tables into the period and shake values as well and it seemed to vary
period
2* chainTable[time / 4]
shake
0 0 2* chainTable[time / 4] wether it varies or not is hard to tell because the tirgger timer but it didnt hickup either but if by any chance it is using the tirgger timer it would be necassary to reactivate the entity and change the parm anyhow but just a trigger timeer alone makes a nice effect
got to thinking will have to whip up an example map tonight when I get home but I should be able to attack the func_shaking to a mover on a spline and with the decall and accel times create a great threading and unthreading affect like your unscrewing something and then screwing somthing back in another spot
in combo with a target_setcolor or target_setmodel you should be able to create a nice mechanical effect this way
I talked about releasing a demo of how to make a machine that threads in and out and did it a long time ago but never did post the map so here it is
Code:
Version 2
// entity 0
{
"classname" "worldspawn"
"frame" "44"
// primitive 0
{
brushDef3
{
( 0 0 1 -512 ) ( ( 0.03125 0 -0.03125 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -191 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -192 ) ( ( 0.03125 0 -0.03125 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 -193 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -192 ) ( ( 0.03125 0 0.03125 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 504 ) ( ( 0.0078125 0 -0.0078125 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( -1 0.0000002687 0 184 ) ( ( 0.0078125019 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
( -0.0000002687 -1 0 -183.9999389648 ) ( ( 0.0312500075 0 -0.0000009537 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0.0000002687 1 0 -184.0000152588 ) ( ( 0.0312500075 0 0.0000009537 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -504 ) ( ( -0.0312500037 -0.0000000084 0.000000596 ) ( 0.0000000084 -0.0312500037 0.0000007153 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 8 ) ( ( -0.0312500037 0.0000000084 0.000000596 ) ( -0.0000000084 -0.0312500075 -0.0000014305 ) ) "textures/common/caulk" 0 0 0
( 1 -0.0000002687 0 -191.9999847412 ) ( ( 0.0312500075 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 1 0 0 184 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
( 0 1 0 -184 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -184 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -504 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
}
}
// primitive 3
{
brushDef3
{
( 0 1 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -504 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -184 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 184 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
}
}
// primitive 4
{
brushDef3
{
( 0 -1 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -504 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 184 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 -1 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -8 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
}
}
}
// entity 1
{
"classname" "func_bobbing"
"name" "func_bobbing_2"
"model" "func_bobbing_2"
"origin" "-28 92 196"
"height" "6"
"speed" "7.5"
"accel_time" "2"
"decle_time" "2"
"toggle" "1"
"start_on" "1"
// primitive 0
{
brushDef3
{
( -1 0 0 -20 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
( 0 1 0 -20 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
( 1 0 0 -20 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
( 0 -1 0 -20 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
( 0 0 1 -76 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
( 0 0 -1 -76 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/enpro/enwall1" 0 0 0
}
}
}
// entity 2
{
"classname" "func_shaking"
"name" "func_shaking_7"
"origin" "-32 96 104"
"model" "models/mapobjects/base/misc/fireext.ase"
"shake" "0 800 0"
"period" "15"
"accel_time" "1.5"
"decel_time" "1.5"
"bind" "func_bobbing_2"
}
// entity 3
{
"classname" "light"
"name" "light_3"
"origin" "-48 -64 176"
"light_origin" "40 32 176"
"light_rotation" "1 0 0 0 1 0 0 0 1"
"model" "light_3"
"texture" "lights/exhale3/ambientlight_hurt"
"def_damage" "damage_painTrigger"
"anyTouch" "1"
// primitive 0
{
brushDef3
{
( 0 0 -1 -288 ) ( ( 0.0009124088 0 0.5547445416 ) ( 0 0.0008680556 0.4583333433 ) ) "textures/exhale3/particle_tests/biground1_blamplight_cv" 0 0 0
( 0 0 1 -296 ) ( ( 0.0009124088 0 0.5547445416 ) ( 0 0.0008680556 0.5416666865 ) ) "textures/exhale3/particle_tests/biground1_blamplight_cv" 0 0 0
( 0 -1 0 -544 ) ( ( 0.0008680556 0 0.5416666865 ) ( 0 0.0017123288 0.8082191944 ) ) "textures/exhale3/particle_tests/biground1_blamplight_cv" 0 0 0
( 1 0 0 -576 ) ( ( 0.0009124088 0 0.5547445416 ) ( 0 0.0017123288 0.8082191944 ) ) "textures/exhale3/particle_tests/biground1_blamplight_cv" 0 0 0
( 0 1 0 -552 ) ( ( 0.0008680556 0 0.4583333433 ) ( 0 0.0017123288 0.8082191944 ) ) "textures/exhale3/particle_tests/biground1_blamplight_cv" 0 0 0
( -1 0 0 -576 ) ( ( 0.0009124088 0 0.4452554882 ) ( 0 0.0017123288 0.8082191944 ) ) "textures/exhale3/particle_tests/biground1_blamplight_cv" 0 0 0
}
}
}
// entity 4
{
"classname" "info_player_start"
"name" "info_player_start_3"
"origin" "-136 8 0"
}