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	<title>Creating a constructible Bridge - Revision history</title>
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	<updated>2026-04-07T12:21:31Z</updated>
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		<id>https://wiki.splashdamage.com/index.php?title=Creating_a_constructible_Bridge&amp;diff=3455&amp;oldid=prev</id>
		<title>Ducks: Batch update</title>
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		<updated>2007-11-21T17:26:54Z</updated>

		<summary type="html">&lt;p&gt;Batch update&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{first etqwmap toc}}Now the GDF spawn have somewhere safe to spawn and some vehicles to drive. Lets give them their first objective to do! As mentioned in the [[Introduction and goals of the tutorial]] we will be creating a map with the same objectives as the Valley map. A two stage bridge like valley requires the following components:&lt;br /&gt;
&lt;br /&gt;
# Constructible materials entity.&lt;br /&gt;
# The first bridge stage geometry.&lt;br /&gt;
# The second bridge stage geometry.&lt;br /&gt;
# The fully constructed bridge geometry.&lt;br /&gt;
&lt;br /&gt;
The geometry for any stage can be made from brushes or a model. A example bridge made from brushes can be found in the etqwmap.world. It is a reference called {{filename|maps/references/etqwmap/bridge.world}}&lt;br /&gt;
&lt;br /&gt;
== Constructible materials entity ==&lt;br /&gt;
&lt;br /&gt;
This is the pile of construction materials in the world which the engineers will use to construct our bridge. Place an [[Entity constructible_materials_gdf|constructible_materials_gdf]] entity and name it constructible_materials_bridge. &lt;br /&gt;
=== Required keys ===&lt;br /&gt;
Add the following key pairs:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|constructed}} {{keyvalue|bridge_constructed}}&lt;br /&gt;
: Name of the fully constructed bridge. It will replace the first and second stages of the bridge once construction is complete.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|construction}} {{keyvalue|bridge_frame}}&lt;br /&gt;
: Name of the first bridge stage. Since our example is a frame allowing infantry to across, we will call it bridge_frame.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|construction_second}} {{keyvalue|bridge_platform}}&lt;br /&gt;
: Name of the second bridge stage. Since our example is a platform allowing vehicles to cross, we will call it bridge_platform.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|multiple_stages}} {{keyvalue|1}}&lt;br /&gt;
: Tells the game our bridge has multiple stages.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|0}}&lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|object_name}} {{keyvalue|maps/generic/bridge}}&lt;br /&gt;
: Localisation string for bridge name.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|task_name}} {{keyvalue|maps/valley/task_bridge}}&lt;br /&gt;
: Localisation string for bridge task.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_constructing_strogg}} {{keyvalue|sounds/vo/strogg/nexus/objectives/bridge/constructing}}&lt;br /&gt;
: Sound shader played to the Strogg when GDF are in the process of constructing the bridge.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_constructing_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/objectives/bridge/constructing}}&lt;br /&gt;
: Sound shader played to the GDF when GDF are in the process of constructing the bridge.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_intro_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/objectives/bridge/construct/long}}&lt;br /&gt;
: Sound shader played to GDF at objective start.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_intro_strogg}} {{keyvalue|sounds/vo/strogg/nexus/objectives/bridge/stop/long}}&lt;br /&gt;
: Sound shader played to Strogg at objective start.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_reminder_strogg}} {{keyvalue|sounds/vo/strogg/nexus/objectives/bridge/stop}}&lt;br /&gt;
: Sound shader played to remind Strogg about the objective.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_reminder_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/objectives/bridge/construct}}&lt;br /&gt;
: Sound shader played to remind GDF about the objective.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_firststage_strogg}} {{keyvalue|sounds/vo/strogg/nexus/objectives/bridge/constructed/firststage}}&lt;br /&gt;
: Sound shader played to Strogg when the first stage is completed.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_firststage_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/objectives/bridge/constructed/firststage}}&lt;br /&gt;
: Sound shader played to GDF when the first stage is completed.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_finished_strogg}} {{keyvalue|sounds/vo/strogg/nexus/objectives/bridge/constructed}}&lt;br /&gt;
: Sound shader played to Strogg when the objective is completed.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_finished_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/maps/valley/bridge/success}}&lt;br /&gt;
: Sound shader played to GDF when the objective is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bridge first stage.jpg|thumb|left|200px|bla]]&lt;br /&gt;
&lt;br /&gt;
== The first bridge stage ==&lt;br /&gt;
The example in etqwmap.world is a frame allowing foot soldiers to cross. The brushes should be turned into a [[Entity constructible_base|constructible_base]] entity. It is named bridge_frame to match value of the {{keyname|construction}} key on the [[Entity constructible_materials_bridge|constructible_materials_bridge]] entity.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bridge second stage.jpg|thumb|left|200px|bla]]&lt;br /&gt;
== The second bridge stage ==&lt;br /&gt;
The example in etqwmap.world is a ramp allowing vehicles to cross. The brushes should be turned into a [[Entity constructible_base|constructible_base]] entity. It is named bridge_platform to match value of the {{keyname|construction_second}} key on the constructible_materials_bridge entity.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bridge constructed.jpg|thumb|left|200px|bla]]&lt;br /&gt;
&lt;br /&gt;
== The fully constructed bridge ==&lt;br /&gt;
The example bridge in etqwmap.world. The brushes should be turned into a constructible_base entity. It is named bridge_constructed to match value of the {{keyname|constructed}} key on the constructible_materials_bridge entity.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Worldspawn keys ==&lt;br /&gt;
&lt;br /&gt;
Any entities in the map which are scripted to change, such as bridge materials disappearing once the bridge is completed, are referenced using worldspawn entity keys. In the bridge reference you will see the following entity key in the worldspawn; &lt;br /&gt;
* {{keyname|merge_script_bridge_materials}} {{keyvalue|constructible_materials_bridge}}. &lt;br /&gt;
&lt;br /&gt;
The following is a line from {{filename|script/maps/etqwmap.script}}&lt;br /&gt;
 bridgeConstruction		= worldspawn.getEntityKey( &amp;quot;script_bridge_materials&amp;quot; );&lt;br /&gt;
As you can see, an entity in script, bridgeConstruction, is defined as the value of the worldspawn entity key that was made. Worldspawn keys in reference world files start with merge_script_*. Merge_ is removed when the map is compiled, making the key begin with script_*. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Entity constructible_base|constructible_base]]&lt;br /&gt;
* [[Entity constructible_materials_bridge|constructible_materials_bridge]]&lt;br /&gt;
* [[Entity constructible_materials_gdf|constructible_materials_gdf]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Level Design]]&lt;/div&gt;</summary>
		<author><name>Ducks</name></author>
		
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