Linedef Executor: Change Thing X Position (Once)
Linedef Executor: Change Thing Y Position (Once)
Linedef Executor: Change Thing Z Position (Once)
Linedef Executor: Change Thing X Position (Each Time)
Linedef Executor: Change Thing Y Position (Each Time)
Linedef Executor: Change Thing Z Position (Each Time)
Linedef Executor: Change Thing X Position (Continuous)
Linedef Executor: Change Thing Y Position (Continuous)
Linedef Executor: Change Thing Z Position (Continuous)
(Add (Ring Count) to them, to have more of them, or, if you can control that with Flags, that'd work too.)
Floor Over Floor: Crumbling, Bobbing, Solid Collision (Respawn)
Floor Over Floor: Crumbling, Solid Collision (Respawn)
Floor Over Floor: Bobbing, Solid Collision
Floor Over Floor: Crumbling, Bobbing, Solid Collision (No Respawn)
Floor Over Floor: Crumbling, Solid Collision (No Respawn)
Floor Over Floor: Crumbling (Continuous), Bobbing, Solid Collision (No Respawn (Default))
Floor Over Floor: Crumbling (Continuous), Solid Collision (No Respawn (Default))
(What I mean by solid collision: This type of FOF reacts to another FOF touching it. As in, as it crumbles, if its floor touches the ceiling of another FOF, or its ceiling touches the floor of another FOF, it should stop, and not move anymore (until respawning, IF it has a respawn). Continuous Crumble is a concept I thought of while using these types of FOFs; if a crumbling FOF has no respawn, but it bobs, maybe it should be able to crumble each time it has the ability to fall? (solid collision))