Um, tile events haven't got anything to do with objects/spawns... but even if they did, the GTD file doesn't handle those.
GTD is strictly for terrain (and lighting, sort of, but that was deprecated when they used external files for it).
That is, the zone's heightmap, which textures it uses for terrain tiles, and pond & river data.
Tile events are for the client & server to recognise special tiles to perform special functions, e.g. teleporting, displaying a message (e.g. safe areas), traps, recognising where you're able to use siege transformations, etc.
The main thing to remember is that officially, the bridge is a monster spawn, not an NPC/object. It's spawned there by the server (the client doesn't know/care where), and I assume handled hackily in their official client to workaround collision issues, and allow for the lowering animation when it detects a change in the state (the state isn't the same as used with other objects in 1.298, like gates and stuff -- it's set differently).
That's why I don't think it's possible to implement in 1.298 as it is officially -- at least without resorting to modifying the client code. Transforming the spawn is probably the closest thing I can think of in terms of providing similar functionality (collision, animation), but... you still would probably have to mess with the model itself to do so. Not to mention trying to support the transformation to begin with, which I don't think will even work for spawns (no way I can think of to persist that state)... unless you made it a player?!
Easier to just use the NPC for teleporting them I think. :-p
Bookmarks