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·published 2007-11-20 02:34 UTC
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Making the Bridge from Episode 2. With Easy To follow Instructions. Meybee.

-The Setup-
Create a 448x968x16 inch thick brush. This is where you are trying to get.

Texture it with concrete/bridge_concrete_world.
The texture scale should be X: 1 Y: 1.

Create a prop_static.
Give it a world model of: models/seesawbridge/bridge_static_exit.mdl
Set Start Fade Dist/Pixels to 0.
Set End Fade Dist/Pixels to 0.
Change the Pitch Yaw Roll to 0 270 0.

Create a prop_dynamic.
Give it a world model of: models/seesawbridge/standinMainBridge.mdl
Name: phys_bridge
Disable Shadows: Yes
Pitch Yaw Roll: 0 270 0
Default Animation: Idle

Create a second prop_dynamic. This will be the railing that stays.
Give it a world model of: models/seesawbridge/bridgeMetalNonDynamic.mdl
Position it accordingly to your bridge base.

Add a prop_physics. Give it a name of bridge_car
Start Fade Distance: 2400
End Fade Distance: 2600
Mass Scale: 1.0
Give it a model of:
models/props_vehicles/car002b_physics.mdl
Create 7 more, so you have 8 total. Use the following models:
models/props_vehicles/car005a_physics.mdl
models/props_vehicles/car004b_physics.mdl
models/props_vehicles/car004a_physics.mdl
models/props_vehicles/car005a_physics.mdl
models/props_vehicles/car002b_physics.mdl
models/props_vehicles/car004b_physics.mdl
(One of the cars is a duplicate.)

Put four of them on one end, and 3 on the other, with one in the middle. Make 

sure the 3 on the side that you are coming from are close to the edge so atlesat 

one or two fall off the edge.

Create a prop_dynamic.
Name: phys_bridge_side2
Disable Shadows: Yes
World Model: models/seesawbridge/standinsecondarybridge.mdl
Default Animation: idle
Pitch Yaw Roll: 0 270 0
Position Accordingly.

Create a prop_dynamic.
Name: phys_bridge_rubble
Disable Shadows: Yes
World Model: models/seesawbridge/rubble.mdl
Default Animation: idle
Pitch Yaw Roll: 0 270 0
Position Accordingly.

Create a prop_dynamic.
Name: phys_bridge1
Disable Shadows: Yes
World Model: models/seesawbridge/bridge_static.mdl
Pitch Yaw Roll: 0 270 0
Position Accordingly.

Create a 432x1648x16 brush. Texture the top with concrete/bridge_concrete_world.
Align up bridge models and peices like so. In-game you are forced to jump ontop 

of the red truck to get up to the heightend state.

Place a prop_static.
Set the World Model to: models/props_vehicles/truck002a_cab.mdl
Start Fade Dist/Pixels: 3400
End Fade Dist/Pixels: 3600

Rotate it a bit, etc.

Add in a prop_vehicle_jeep, give it a world model of models/vehicle.mdl
Give it a name, "Jeep".
Now for the hard(?) part.
Create a env_fade, give it the name "seesaw_fade"
Duration: .1
Hold Fade: .6
Fade Color: 255 255 255 (White)

Create a trigger once, before the car, (So the player will try to go to the car, 

but end up hitting the trigger.) MAKE SURE THERE IS NO WAY TO GET ONTO THE BRIDGE 

WITHOUT HITTING THE TRIGGER.

Create a info_particle_system at about the middle of the end of the bridge. (This 

will need some playing with.)
Give it a name: citadel_shockwave
Pitch Yaw Roll: 0 270 0
Particle System Name: citadel_shockwave
Start Active: No

Create a prop_scalable a few inches behind it.
Name: citadel_sphere
World Model: models/props_combine/sphere.mdl
Disable Shadows: Yes
Pitch Yaw Roll: 90 0 0C

Create a env_shake.
Name: seesaw_shake
Amplitude: 6
Effect Radius: 892
Duration: 10
Frequency: 6

FLAGS:
Global Shake
Physics

--For the crumbling railing--
Create a prop_dynamic.
Name: phys_bridge_side
PYR: 0 270 0
World Model: models/seesawbridge/bridgemetal.mdl
Default Animation: idle
Disable Shadows: Yes

Create a second prop_dynamic.
Name: phys_bridge_side3
PYR: 0 270 0
World Model: models/seesawbridge/bridgemetalrb.mdl
Disable Shadows: Yes
Default Animation: Idle

Position them so they match the opisite side of the bridge. (side3 positions on 

the finished half of the bridge. In the picture, side3 is currently selected.)

--For the fancy sounds--
You will need 7 ambient_generics.
First One:
name: sound_bridgeshift_delay
Sound Name: outland_06.bridge_break_pt02
Start Volume: 10
Max Audible Distance: 500

Second One:
Name: sound_bridgeshift
Sound Name: outland_06.bridge_break_pt01
Start Volume: 10
Max Audible Distance: 500

Third One:
Name: sound_bridgeshift2
Sound Name: outland_06.bridge_break_pt01
Start Volume: 10
Max Audible Distance: 500

Fourth One:
Name: sound_shockwave
Sound Name: k_lab2.Barney_Explosion
Start Volume: 10
Max Audible Distance: 500

Fifth One:
Name: sound_bridgegirders
Sound Name: outland_06.bridge_girders_break
Start Volume: 10
Max Audible Distance: 500

Sixth One:
Name: sound_charge
Sound Name: citadel_ep01.Player_Hit_Core
Start Volume: 10
Max Audible Distance: 1250

Seventh One:
Name: sound_explosion
Sound Name: k_lab2.Barney_Explosion
Fadein Time: 1
Max Audible Distance: 1250