Quote: "I requested a new scripting command to Lee for this. But he's got a lot on his plate right now - I agree it would be cool."
Quote: "well there's camerashake in Airmod..."
Here's an earthquake example (player shake?) for the stock engine...
;Artificial Intelligence Script
;Conjured Entertainment
desc = earthquake example
;Triggers
:state=0:coloff,localvar=9,state=1
:state=1,scancodekeypressed=50:timerstart,state=2
:state=2:associateplayer
:state=2,timergreater=50:timerstart,moveup=4,incvar=1,state=3
:state=2,vargreater=10:unassociateplayer,setvar=0,state=1
:state=3,timergreater=50:timerstart,moveup=-4,state=2
;End of Script
Set a SciFi > Items > Battery in your map, give it this script for its main, and set Always Active to Yes.
You wouldn't need to do that for the character, because you would trigger it by other methods than in the example.
Then use 'm' to "see the earth move under you feet". (you can still walk while its doing it)
Mod away Bond, and if you have trouble then maybe I can get it to work for you. (no promise it'll work, but I'll try)
I think this would have to be an invisible entity that has the collsion off, and gets activated by the character when it is doing its run animation.
That way the character doesn't get moved up and down with the player.
So, simply changing the scancodekeypressed=50 to activated=1 should work.
You'd also need to change the vargreater=10 to another number to match the desired duration.
Or you could change that to activated=0 and again trigger it thru the characters script when his animation is over.
Again, I think I can work this out for you if I can have access to the character's script.
Yeah, it would probably end up needing the user to drop that extra entity in the map.
However, if they didn't put the extra entity in (forgot) then the character would still work fine except the ground would not shake.
So, I guess if you decide not to add it in, then I can mod your script for others maybe???