Tiggers as follows: Damage Units in Area Damage Units in Area Damage Units in Area Quest Var Modify** Damage Units in Area *Arch_Sound: Optional. An extra effect, which looks and sounds cool. Leave out the Fire Event effect in Bridge1diesA and the Arch_Sound trigger if you don’t want it. So there you go. Btw I don't remember why I had the priorities like that. But it does work. Sorry about the HTML, I'm not very good at it.
Most of these triggers are needed to make a Rock Bridge collapse properly, like in the campaign. A few are extra, these are marked by *’s.
Also, as far as I know, the Left and Right Rock Bridge pieces, must be placed by hand or Miners cannot be tasked on them. If you don’t have this problem, well, lucky you. But I do, so I’m warning you (you can't save the grouping or cut and paste or it doesn't work on my PC is what I'm saying). Priority Name Status Conditions/Effects Data 4/5 Bridge1A_50 Active, NOT looped, NOT run immediately Conditions:
Effects:Percent Complete
Damage Unit %
Fire EventRock Bridge Left, >= 50
Rock Bridge Middle, 25
Bridge1A_100 4/5 Bridge1A_100 NOT active, NOT looped, NOT run immediately Conditions:
Effects:Percent Complete
Damage Unit %Rock Bridge Left, >= 100
Rock Bridge Middle, 25 4/5 Bridge1B_50 Active, NOT looped, NOT run immediately Conditions:
Effects:Percent Complete
Damage Unit %
Fire EventRock Bridge Right, >= 50
Rock Bridge Middle, 25
Bridge1B_100 4/5 Bridge1B_100 NOT active, NOT looped, NOT run immediately Conditions:
Effects:Percent Complete
Damage Unit %Rock Bridge Right, >= 100
Rock Bridge Middle, 25 5/5 Bridge1diesA Active, NOT looped, NOT run immediately Conditions:
Effects:Is Dead
Fire Event
Fire EventRock Bridge Middle
Arch_Sound*
Bridge1dies 5/5 Bridge1dies NOT active, NOT looped, NOT run immediately Conditions:
Effects:Timer
Damage Units in Area2 seconds
Player4, unit type: unit, radius: 5, damage: 500
Player3, unit type: unit, radius: 5, damage: 500
Player2, unit type: unit, radius: 5, damage: 500
Player1, unit type: unit, radius: 5, damage: 500
Var name: Dead Bridges,
Operator: +, Value: 1
Player1, unit type: building, radius: 10, damage: 5000 5/5 Start*** Active, NOT looped, NOT run immediately Conditions:
Effects:Always
Quest Var Set****
Var name: Dead Bridges
Value: 0 5/5 Arch_Sound* NOT active, NOT looped, NOT run immediately Conditions:
Effects:Always
Sound Filename
Shake Camera
\SPC16RockCrash.wav, trigger: none, subtitle: none, portrait: none
Duration: 0.5, Strength: 0.25
**Quest Var Modify: Also optional. Any objectives, triggers or win conditions relating to the number of bridges destroyed or remaining need to use the Quest Var Check condition.
***Start: This contains Quest Var Set (see below), and this is also a good place for cinematics/camera tracks etc.
****Quest Var Set: In order to use Quest Var Modify, this must be in place to define the Quest Var. Leave this and Quest Var Modify out if you just want to smash bridges, with no effects/conditions/triggers connected to them. You can remove the entire Start trigger to get rid of Quest Var Set, if there’s nothing else in it.