I got it working now thx to the german stuff. (Even i cant speak german)
il have some sort of translation here:
-
Create a brush you want to build.
Press “N” and select axis constructable (or allied, whatever you like)
key: targetname
value: bridge
-
To create those crates:
Right mouse button and misc–>misc_gamemodel
key: skin
value: models/mapobjects/cmarker/axis_crates.skin (allied_crates.skin)
key: model
value: models/mapobjects/cmarker/cmarker_crates.md3
key: targetname
value: bridge_materials
Now the flag:
Right mouse button and misc–>misc_gamemodel
key: targetname
value: bridge_flag
key: skin
value: models/mapobjects/cmarker/axis_cflag.skin
key: model
value: models/mapobjects/cmarker/cmarker_flag.md3
key: modelscale
value: 0.4
key: frames
value: 190
- Create a origin brush (brush with origin texture, found in “common”)
Press right mouse button and select misc_constructiblemarker.
place it into the crates.
key: targetname
value: bridge_materials_clip
key: target
value: bridge_toi
4.Create another brush with the texture trigger
Press right mouse button and select trigger_objective_info.
key: objflags
value: 16
key: targetname
value: bridge_toi
key: scriptname
value: bridge_toi
key: target
value: bridge
key: track
value: Bridge (this is the stuff “Your near …”)
key: infoAxis
value: Construct the Bridge to cross the River.
key: infoAllied
value: The Bridge must be destroyed. (fill in what you like to be the obj.)
key: shortname
value: Bridge
- Deselect everything. Now select the trigger first and then a piece of your construction (Only 1 piece is needed) Now press ctrl+k to make sure youve entered right values under the target and targetname
Now on to some scripting:
bridge
{
spawn
{
wait 200
trigger self setup
constructible_class 2
}
trigger setup
{
setstate bridge invisible
setstate bridge_materials_clip default
setstate bridge_materials default
setstate bridge_flag default
}
buildstart final
{
setstate bridge underconstruction
setstate bridge_materials_clip default
setstate bridge_materials default
setstate bridge_flag default
}
built final
{
setstate bridge default
setstate bridge_materials_clip invisible
setstate bridge_materials invisible
setstate bridge_flag invisible
wm_announce "The Bridge has been constructed."
//wm_objective_status 1 1 2
//wm_objective_status 1 0 1
}
decayed final
{
setstate bridge invisible
setstate bridge_materials_clip default
setstate bridge_materials default
setstate bridge_flag default
}
death
{
setstate bridge invisible
setstate bridge_materials_clip default
setstate bridge_materials default
setstate bridge_flag default
wm_announce "Allies have destroyed the Axis Bridge."
//wm_objective_status 1 0 2
//wm_objective_status 1 1 1
}
}
//wm_objective_status 1 0 2
//wm_objective_status 1 1 1
look at this:
1=allied
0=axis
replace the 1 with the 0 when youve selected allied constructable instead of axis constructable.
Also replace the word “bridge” with the word youve entered as scriptname. At the line “constructible_class 2” you can change the number after it. This means what type of explosives are needed to destroy it and how long it takes to construct
1=grenade and higher
2=satchel and dynamite
3=dynamite only
now copy past this into your"yourmapname.script and happy constructing 
Correct me if im wrong somewhere 
This is COPYRIGHTED!
Just kidding 