I came up with this idea last night. I was thinking about how bridges affect gameplay in a lot of games, especially large-scale warfare based games. If they were blown up/unusable, and how ground forces would be able to compensate for them. I was wondering how this could be done in a game like Tezuni's CTF or Heed's point-cap games.
Then I remembered the OnProjectileHit event (or something to that account). If a large enough bridge was hit in the right spot (brick) with a certain number of C4 charges or a precisely aimed bomb (the old big one you could drop from the planes that I remember from some of the old dogfight servers), it can tell said brick SetBrickDisappear so that no ground vehicles could cross it!
The bridge would have to be over something that players and their vehicles don't want to go (ex. deep canyon/ravine or lava, or a gamemode where vehicles explode/players die on touching water), and wide enough so that the fastest vehicle in the game can't just jump it at high speed. There should be, however, another way to reach the other side of what that bridge was there for, like a longer route or only by foot, unless you fix the bridge!
Engineers (or whoever has the red wrench from the vehicle repair mod, for example) can go to the destroyed bridge. At the bridge should be some sort of distinctive bricks (at least one on each side) that can be wrenched or clicked on with a certain tool. And like with the repair mod, all they need to do is keep working with said tool on brick until they reach 100%, and the bridge bricks will reappear, and be usable again! The amount of work required with the tool on bridge should be on par with the size/importance of the bridge, and if there is more than one player with that tool working on it, that time should be decreased.
This could also apply to specific buildings at player bases, such as power plants or fuel refineries, etc. Let me know what you think. Has this been tried before? Has this been asked before? Let me know below!