Not that I know much about scripting, but just looking at the fueldump script, they set the constructible_class to 2 for the allied and axis radios. I know there are differernt classes and I think it has to do with how they can be destroyed (eg 1 = nade, 2=satchel or 3=dyno)
I only mention this since in fueldump the allies health and ammo get knocked out by a satchel or dyno against the command post.
This is also the script for the tank in fueldump and it dosn’t set the health of class:
tank
{
spawn
{
wait 50
faceangles 0 180 0 50
trigger self sound_idle
accum 1 bitset 5
trigger self tracks_stop
// Reset the tank+turret into correct position
followspline 0 spln0 10000 wait length -64
followspline 1 spln0 10000 wait length -64
// Instant test teleporter
// accum 3 set 90
}
...
Actually, looking at the code a bit mode (ah what a bitch it is to code in the movement of a vehicle), I did find this which is much as what I did above:
tank_construct
{
spawn
{
wait 400
constructible_class 2
constructible_health 1200
}
...
Try this and see what happens (ie use defence_sentry_construct to set the class and health)