It's an func_areaportalwindow, and no I don't force it open or shut with commands.Hold up a sec. Did you make sure the areaportal is programmed to open before the physical door starts moving, and not after?
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It's an func_areaportalwindow, and no I don't force it open or shut with commands.Hold up a sec. Did you make sure the areaportal is programmed to open before the physical door starts moving, and not after?
That extra door you see above the 2 big doors uses the SAME brush/areaportalwindow already because I already knew that it would not work with separate sets of doors/brushes/areaportals.
I said that because I knew with 2 doors viewed from the same point would be pointless given that the red team (who run along the bottom) would only see one door, but the blue 'death' player on top would see both. If I opened the blue door early then the game would simply see an open door and render what was behind it even though the red player could not. This is owing to the fact I let the blue player progress before the red players can so that the blue player is always ahead of them.Why do you say this? It would work better that way. Areaportals can do funny things when they go through solid geometry like you have. Your areaportal isn't leaking so this is probably the cause. And if you had two seperate areaportals for the two doors, you could make them normal areaportals and then link them to the doors themselves.
On the basis that I have not sent you a copy of the packed .bsp, this does not surprise me. So, here you go - [link removed].I can't check if this is the problem because your map crashes tf2 to desktop for me.