Jump to content
The Dark Mod Forums

func_shaking


Springheel

Recommended Posts

Has anyone ever used this entity? The description says:

Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off.

 

 

Does this entity make an actual model shake? Or does it make the whole screen shake like some loud noises do?

 

I'm wondering if it could be used to simulate a really unstable floor by shaking the player's view as they walk.

Link to comment
Share on other sites

Is this http://idtechforums.fuzzylogicinc.com/index.php?topic=365.msg3819;topicseen#msg3819 related to your question?

 

If so, no, it's not possible to make floating ship out of the box. However, with minor game code tweaks, you could do it. Basically you need for an entity that is being bound to the root entity via bind to copy its origin and angles. Then you can make animated (as func_animated) model of the ship and a collisions hull for it. Collision hull would be func_mover and you can bind it to the func_animated. Player's code works with func_mover (collisions) and func_mover will "float" with animation of func_animated.

Link to comment
Share on other sites

This isn't necessarily related to a ship. It's about making the player feel like they're shaking or bobbing by moving only the camera, not any geometry.

Link to comment
Share on other sites

Still not possible. The way camera shakes currently is by playing sound shader with shake key (https://www.iddevnet.com/doom3/sounds.php). You could try making sound with sine waveform, and cranking down its volume in the sound shader, and using looping/shaking keys, but I am not quite sure if such hack will work or produce shaking of the cam.

Link to comment
Share on other sites

func_shaking makes an entity wobble, either a model or an fs created in DR. I don't think it could make the camera bob during normal play.

 

It'd be possible to script moving the player (and therefore the eye camera) around, but it probably won't work if the player has to move around normally at the same time. The wobble script would probably get the player stuck in the surrounding geometry.

Link to comment
Share on other sites

Collision hull would be func_mover and you can bind it to the func_animated.

 

 

Would the same principle work if you bound a func_mover to a func_pendulum or func_bobbing?

Link to comment
Share on other sites

I did a quick test binding a simple func_mover to a model that was bound to a func_bobbing entity, and the results are promising. The player moved correctly with it, and movables did too--at least until you stacked two movables on top of each other--then the bobbing was interrupted. That was to be expected, though, since the same thing happens to elevators and doors.

Link to comment
Share on other sites

Are you sure about that? Keys bound to AI rotate correctly as the AI moves, for example.

 

Maybe you guys already had it fixed in TDM. I recall we didn't have it working right and had to fix it in the Storm Engine. Or maybe it worked fine with entity>bone, but didn't work with entity>entity binding. I don't recall by now.

Edited by motorsep
Link to comment
Share on other sites

Doors attached to a func_bobbing seem to work properly, but oddly their sounds are extremely muted--so muted you can't hear anything but the loudest noises.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 0 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
    • nbohr1more

      Please vote in the 15th Anniversary Contest Theme Poll
       
      · 0 replies
×
×
  • Create New...