# idMover

<p class="callout info">An entity that can move around on pre-programmed paths, and also scripted to move around from timelines.</p>

<p class="callout warning">**Note:** This page was originally written by Chrispy. It was recovered from the now-deleted idTech 7 wiki, and copied here for preservation. This information may be incomplete and needs further details to expand upon it.</p>

## idMover Entity

Most of the things you see in the game that are moving are `idMovers`, except for ai, physics props, and a group of entity types may also move (`idFuncSwing`, `idFuncRotate`, etc) but in very limited ways.

Movers, like all entities, can have an arbitrary `collisionmodel` / `rendermodel`, or none at all. They can be used along with binding and the scripted movement events (`moveTo`) to create complex moving objects.

Within Movers you may define a scripted sequence of movements that will be executed when the mover is activated by another entity, or may activate immediately on spawn. The sequence can happen once, or loop.

**Things you can do with** `idMover` **include:**

1. `offsetOrientation` - Rotate by Angles (roll, pitch,yaw)
2. `offsetDestination` - Move by offset (X Y Z units from current position)
3. `destinationEntity`(sp?) - Move to an entities current position.
4. Activate a list of entities when a scripted movement starts, or ends.