hello.
Can I make a constructible object - for axis and allies?
both sides can destroy and repair this object.
Constructible for botch sides
yes… but this is two constructibles.
I need only one…
You can build this and destroy.Without message: you can’t dymanite friendly obj’
And other team also can make this.
There is a place on The Tank map.
Near the river (axis side) :

This the way for allies Eng. (to destroy Tank)
And This Is also a way for AXIS with stolen documents.
Botch sides are interested (have deal
to build and to destroy this small bridge.
Axis to prevent Allied attack And Allies for cut the way for axis Tief.
Realy sorry for my bad english:)
ah. I tried to do a similar thing and ran into the same problem. As a side note, you might think about the potential for pointwhoring if the same side can build and destroy a constructable.
Mayby we can make something in script that… make invisible stage…hym… not destroy but turn off …but there is no. “turn ON” but rebuild with eng. :banghead:
Since you’d need a seperate set of entities for each side, it’s easy enough to avoid pointswhores because only Axis could destroy an allied-built bridge and vica versa.
Or, you might only award points for the first time the bridge is built (assuming the contructible_xp bonuses can be changed via scripting).
Or, simpler yet, award no XP for building it 
Ok…
/*QUAKED trigger_multiple
-------- KEYS --------
“wait” Seconds between triggerings, 0.5 default, -1 = one time only.
“random” wait variance, default is 0
-------- SPAWNFLAGS --------
AXIS_ONLY only axis may trigger this
ALLIED_ONLY only allies may trigger this
SOLDIER_ONLY only soldiers may trigger this
FIELDOPS_ONLY only fieldops may trigger this
MEDIC_ONLY only medics may trigger this
ENGINEER_ONLY only engineers may trigger this !!!
COVERTOPS_ONLY only covertops may trigger this
-------- NOTES --------
Variable sized repeatable trigger. Must be targeted at one or more entities.
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
Only Eng can activate the bridge.
trigger_multiple (eng_only)–>func_static
or
trigger_multiple —>target_script_trigger -alertentity bridge. and hide trigger_multiple ?
Bridge is …hym… script mover or func_door/door _rotating.
Or… something to destroy… bridge is func_explosive… ee…but can we rebuild func_explosive ? spawn again?
Any ideas?
It’s working:)
Switch - or broke pipe…(to fix) for Eng. only.
Bridge openning slow and cosing Fast. (Splat!)
This work only for allied and axis engs.
And now time for make it destructable - like a tank on goldrush…
[b]Edit…
Hymm… after few minutes. I have something like this.
Only Engeeners can escort the tank (ok) and ONLY AXIS Eng. Can FIX AND DESTROY TANK (LOL)
Fix, destroy, fix ,escort, destroy…
[/b]
:banghead:
This is not funny.
Bloody hell I never even looked at those flags in trigger_multiple.
The class ones are exactly what I was hoping for for a map idea I had, but thought I’d have to scrap because it couldn’t be done.
I love SD right now 
PS Sorry can’t help with your problem, just wanted to let you know you’d inadvertantly helped me 