@sock: this is no real tutorial, its only a "scribble" i wrote a few months ago ( a few days after the maptest ), that was requested by a user. Thats why it uses the old keys and isnt good explained 
The real, Tutorial, based on the facts from the docs is comming up soon.
Constructing tuturial
I look forward to the updated version, but please use another map as an example. Fueldump went through so many different revisions and methods of doing things it is not a good example to learn from.
Sock
:moo: z0r
Right, my construction box shader is missing. When I look at the construction box in goldrush, it says: Shader Not Found. Also, when I paste the model into the editor, it gives me somekind of ‘star’. When I go into rtcw, I get this: http://users.pandora.be/blackdeath/et/2003-07-18-223442-tb.jpg
And yes, I did extract pak0.pk3.
please forgive me nightwulf g
my aim was also to help, thats why i 've posted your Tut.
in awaiting of your full-tutorial.
greez
fidel
Sock wrote:
Plus teach people to use “objflags” keys with a value of 16 and not explaining what it is doing is just pointless.
Sock, could you please explain what the ‘objflags’ key does and what value we must give it ?
Someone else posted a question about this already :http://www.splashdamage.com/forums/viewtopic.php?t=2671
hire a monkey? (not a comment on the pic BTW)
a very smart one?
other than that its all by hand man!
i can help you next, but first i need to know howto create one brush, of two models
There is a tutorial here written by Sock for an mg42 nest made out of multiple models. I hope this answers your question.
this is the script i made for my ramp it is based of the tut u gave here 
ramp#1
{
spawn
{
wait 200
trigger self setup
rampone 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 Ramp 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 "Axis have destroyed the Allies Ramp."
//wm_objective_status 1 0 2
//wm_objective_status 0 0 0
}
}
im not sure if i have done the allies construvtion bit right as it ment to be fore allies and axis get fun job of blowing up :moo:
pp
correct me if I’m wrong , but you I think you can make something destructible by setting the health to 0.
Am I right ?

