I couldn't resist.. I just had to try it out. Check this:
It is map, where a pair of builders walk over a bridge. You can make the bridge close by operating the lever.
The ragdolls look very cool when they fall to their spiky deaths.
I'd like to propose a community excercise to improve this bridge concept. Feel free to check and improve the work so that in the end we have a fully working proof-of-concept.
At present it works like this:
There is a monsterclip brush on the bridge that allows the AI to walk on it. When the bridge is down there is a trigger_hurt on the monsterclip, making everyone die and fall.
- The AI don't know the bridge is down. They walk to their deaths even they are not on the bridge initially. I tried to make a pair of nodraw doors that close when the bridge is down. Because they're nodraw, the AI aren't stopped by it. We need some kind of solution that makes the AI change his patrol route to make it seem he understands the bridge is down. One option is to teleport path_corners. But what if the player is on the other side of the chasm? The AI will run on the monsterclip bridge regardless of path_corners: not good!
- Also the trigger_hurt prevents the player from going to the bridge. If the player goes to the downed bridge, he will die. Maybe the trigger_hurt gets disabled after killing everyone on the bridge. But what if AI's run later to the bridge?
- In principle it seems we need some kind of monsterclip / door / AI path obstacle which can be turned on and off. The obstacle would simply tell the AI that this area is now unaccessible: the path is cut, the AI would skip over all the path_corners on the other side. It would work great if we just kill everyone on the bridge the instant when the bridge goes down. Then we shut down the trigger_hurt. Then we apply the path obstacle on the bridge. When we raise the bridge once more, the obstacle would be removed.