It still blows my mind why Valve did'nt implemented some sort of threading in that Compile thingy.
That's why i prefer a front end GUI.
Right now, i know a couple but they're probably all broken due the recent engine updates.
Meh.
so far i have a few problems with compilator errorsWhat the hell has my Compilator to do with what you're to achieve? For your information, the Compilator (which i have created) is a frontend for CSG, BSP, VIS and RAD and HLFix as well).
All you need are two func_pushables and two trigger_multiples with their Pushables flags checked. And of course a multisource that checks whether both pushables are touching the trigger which eventually allows the door to open.Try it and when you're having problems getting it to work, create a thread about it.
i'm assuming that the world prop using phlt copy will is treated as a model somewhat?Somewhat, their still brushes, but brush entitites receive a *model keyvalue, so that the engine can identify them. Or something.
Isn't it easier to just tie the brushes to func_wall?You did'nt get the point.
I don't think Atom noticed this was in the Source engine discussion smile -Oops! Fail.
a new copy of it has to be spawned behind the scenes.Wait. So how did you managed that? As far as i know, you can probably only do this with Spirit.
In 1995, Culemborg was one of the cities which was temporarily evacuated because of the risk of flooding.Yeah, that sucked. :/ I know all about it.
On New Year's Eve 2009/2010 longer existing tensions between Dutch-Moroccan and Dutch-Moluccan youth culminated in violent race riots in the district of Terweijde.Good thing i don't live anywhere near where that happend.
It is quite dodgy for me I have to admit, sometimes it doesn't work.Exactly, thats why i prefer the trigger_end_section.
patch_crackI lol'd.