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