Glass3 by Tim Wright (Argh!)

Description:

   I was recently playing with the idea of adding some glass walls to 
   a map I'm working on.  Naturally I went to QuakeLab to find some
   examples.  Well the GoodGlas example was very good, but it had 
   a complicated trigger mechanism.  I changed that and made this
   example map to help others.

   Like GoodGlas, this glass doesn't bleed, will block all players/
   monsters, and all weapons fire (the lightning gun beam goes 
   through, but does no damage on the other side).  Blast-range damage 
   (like from grenades) WILL go through the wall.


Construction:

   1) Create a trigger_multiple entity brush for the glass wall.
   2) Give it a targetname.
   3) Set it's health to 1.
   4) Set trigger delay to 0.
   5) Set the wait to some huge number of seconds.  (I'm not sure 
      the maximum allowed value for this, but make it several hours 
      to be safe.  It's not a real big deal if it resets, it'll just 
      bleed for one hit and then work normally again.)

   6) Create a trigger_once entity brush and put it someplace the
      player must pass through before seeing the glass wall.
   7) Set it's target to the targetname of the glass wall.
   8) Set trigger delay to 0.


Example Map:

   The map is very small and straightforward, though admittedly a 
   little more detailed than needed... hehe, I just can't bring myself
   to release a bad lookin map! ;)
   
   The trigger_once is located in the first doorway because the player 
   has to walk through this before seeing the glass wall.  This will 
   trigger the glass wall so it won't bleed.  I could have even put
   the trigger right on the player spawn spot if I wanted.  The glass 
   wall (trigger_multiple) is just around the corner and seals off the 
   little power core type thingie.

