Vault Readme:
+++++++++++++

How it works:

All three parts of the door are func_trains. when trigered, the bottom one
moves down to a path_corner and waits for 5 seconds, and the two other ones
do the same, but move left/right. when they close again, they go back to their
starting path_corner entities, which have the 'wait for retrigger' flag selected.
Thios makes sure that the doors don't keep openning and closing once you've
triggered them.

Installation:

Unzip the *.MAP/*.RMF files to your default map directory, and unzip the *.BSP
file to the '...valve/maps' folder. I suggest you keep the Readme file somewhere
safe too, so you know who to thank if you use this in a map. The *.BSP file is
a compilation of the map with QRAD on extra and VIS on full. All the files that
you MUST have for the effect to work are in a VIS Group.

Possible Uses:

This could be used in a kind of Bank Robbery level, where you have to kill a soldier
to get his keycard to open the vault, or maybe having two soldiers against the wall
inside the vault, so when an unsuspecting player runs in, he gets shot in the back.

Known Bugs:

All three vault parts register as invalid Solids. I haven't noticed any decreases in
level performance due to this, so i've opted not to fix the bug. If you particularly
feel like a bit of extra work, then just seperating each of the invalid solids into a
few more brushes should do the trick - i just couldn't be bothered. If you find any
other bugs, etc, please tell me.

Other Stuff:

If you use this in a map/Mod, please tell me, and list me in the credits.