yuppers.. you're right pb. I made a function that will "flicker" for ya. But for a mod horizon's method owuld be best so you would save on entities in the map.
anyway, here ya go:
Code:
//////////////////////////////////////////////////////////
// //
// Mover Flicker //
// //
//////////////////////////////////////////////////////////
/* This makes a mover flicker.*/
void flicker_light(entity mover, float max_variance, float travel_time)
{
vector old_orig = mover.getWorldOrigin(); //ORIGIONAL start pos of mover
sys.println(old_orig);
vector new_orig; //where the mover will move to
vector temp_orig = old_orig; //tempory old origin
float x;
float y;
float z;
mover.time(travel_time);
while (1)
{
x = sys.random(max_variance);
y = sys.random(max_variance);
y = sys.random(max_variance);
new_orig_x = x + old_orig_x;
new_orig_y = y + old_orig_y;
new_orig_z = z + old_orig_z;
mover.moveToPos(new_orig);
temp_orig = new_orig;
sys.waitFor(mover);
}
}
entity mover = the mover you want to flicker (bind it to a light, ragdoll... spaztic ragdolls!

)
float max_variance = the farthest travel distance from the origionan mover origin (will never go farther)
float travel time = how long it takes to move from one point to another... IE flicker speed.
run it from a script like this:
Code:
flicker_light($func_mover_1, 80, .06);
horizon.... this was a great idea. I would of never thought of this. Hopefully your code guys will have a faster way but this works good on a per-map basis. Plus I have a new function for my util script (find in my sig!).
