#include "../common/header.ds" output "p:/base/ds/tsr1" local entity stallshooter // the guy who will shoot the stall local entity breakstall // the breakable brush for the stall local entity originalwall // the func wall that needs to be removed local entity stall_playerfind // the target that the stall guy will shoot at local int sig1 stallshooter = find entity with targetname "stallshooter" // \ breakstall = find entity with targetname "breakstall" originalwall = find entity with targetname "originalwall" stall_playerfind = find entity with targetname "stall_playerfind" // use entity stallshooter // spawns the guy in if stallshooter.health > 0 use entity originalwall // this should remove the func_wall animate entity stallshooter performing action STD_F_FWD_S_2 targeting entity stall_playerfind signaling sig1 //breakstall // this should get the guy to fire and break the brush wait .1 seconds use entity breakstall // should trigger the stall to break no matter what, lets hope this fixes a bug wait for all clearing sig1 endif reset ai for entity stallshooter animate entity stallshooter performing action SCRIPT_RELEASE exit