#include maps\_vehicle; #include maps\_vehicle_aianim; #using_animtree( "vehicles" ); main( model, type ) { //SNDFILE=vehicle_hummer precacheModel( "vehicle_m60a1_bridge" ); build_template( "bridge_layer", model, type ); build_localinit( ::init_local ); build_deathmodel( "vehicle_bridge_layer", "vehicle_hummer_destroyed" ); build_drive( %abrams_movement, %abrams_movement_backwards, 10 ); build_deathfx( "fire/firelp_med_pm", "TAG_CAB_FIRE", "fire_metal_medium", undefined, undefined, true, 0 ); build_deathfx( "explosions/vehicle_explosion_hummer", "tag_deathfx", "car_explode" ); // build_drive( %humvee_50cal_driving_idle_forward, %humvee_50cal_driving_idle_backward, 10 ); build_treadfx(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_compassicon( "automobile", false ); } init_local() { model = spawn( "script_model", (0,0,0) ); model setmodel( "vehicle_m60a1_bridge" ); model linkto( self, "tag_bridge_attach", (0,0,0), (0,0,0) ); self.bridge_model = model; } /*QUAKED script_vehicle_bridge_layer (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER put this in your GSC: maps\_bridge_layer::main( "vehicle_bridge_layer" ); and these lines in your CSV: include,vehicle_bridge_layer sound,vehicle_car_exp,vehicle_standard,all_sp sound,vehicle_bridge_layer,vehicle_standard,all_sp defaultmdl="vehicle_bridge_layer" default:"vehicletype" "bridge_layer" default:"script_team" "allies" */