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Drawbridge trigger?

Level 4
Joined
Mar 8, 2025
Messages
29
I'm trying to figure out how this works for 5 hours but I'm just too stupid to understand anything.

How do you even work around this?

I basically want a trigger that if I hit a lever, this bridge will "die" and go down, and the pathing becomes available, but if it is "alive", it remains up and standing still, and the Pathing is Walkable = False

It's too complex for my tiny brain pls help :cry::cry:
 

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Last edited:
Assuming it's a bridge under the destructible category, use those two lines to set the pathing

1763979403183.png


Although in the game it's usually the other way around (alive = you can cross, dead = you can't)

Then you make a simple trigger like that

  • Bridge
    • Events
      • Destructible - Lever 0000 <gen> dies
    • Conditions
    • Actions
      • Destructible - Set life of Lever 0000 <gen> to 100.00% // Unless you only want it to work once
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (MyBridge) is alive) Equal to True
        • Then - Actions
          • Destructible - Kill (MyBridge)
        • Else - Actions
          • Destructible - Resurrect (MyBridge) with 500.00 life and Show birth animation
 
I tried it and the trigger is working! But now I have a new problem :cry: what am I doing wrong here? Is there a way to fix this?
 

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Tried it, unfortunately it's the same results :((

I tried resetting the model and see if its a model issue, but turns out, something is blocking them from crossing the bridge its weird I have no idea what's wrong
 

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This is what it looks like? (TIL I can do that) what does it mean?
 

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Blue means units can walk on the ground (but not build), pink means units cannot walk or build

From what I can gather I'm pretty sure this looks like the path of a vertical bridge (see the pink line at the entrance of your castle, that's what's blocking the archer), so try another texture to see if it better fits the bridge, but sometimes they can be finnicky with rotations and such

Edit: I know you used a texture that says "horizontal" so that seems counter intuitive :p Either change the model or the texture, it's bound to fit eventually
 
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