Haven't figured out how yet after looking here and on the SDK site. Any suggestions on how to set this up?
Thanks.
Haven't figured out how yet after looking here and on the SDK site. Any suggestions on how to set this up?
Thanks.
Also I don't know how to start a brush with visibility disabled initially.
OnStartTouchAll > func_brush > Enable
OnEndTouchAll > func_brush > Disable
It will make the brush appear when the player touches the wall.
Tigger wrote:
Thanks for the answer, but I'm afraid I'm not seeing the Enable Visibility or Disable Visibility options in the triggers.
Erm, yeah, I didnt have hammer open so I just pulled those terms out of thin air. Its just enabled/disabled like Nyk018 said, and what Duffedwaffe said might work to help give it a fading effect rather than just disappearing.
Holy shit people.
For one, DO NOT USE A FUNC_AREAPORTALWINDOW FOR THIS EFFECT! You will get SERIOUS errors since the engine is trying to render a totally useless and retardidly placed func_areportalwindow, which exists for a very specific reason and has very specific setup requirements.
Secondly, using a material proxy is over complicating the process a bit I think. You can do it this way, but it's not necessary.
Doing the Trigger is probably your best bet. Setup your Outputs for the trigger like this:
msleeper wrote:
For one, DO NOT USE A FUNC_AREAPORTALWINDOW FOR THIS EFFECT!
Depends on how the wall is built 
I did it a bunch of times in my maps without any problems.
Neat trick by the way. 
msleeper wrote:
If you make a free floating brush - one that is not sealed on all sides by world brushes - and make it a func_areaportalwindow, you will get problems.
Yeah, lol, of course.
I thought it was obvious, but I forgot that it's not for everyone.
Sorry 