Err… Why my map suddenly started giving an “script_mover must have a model” error if I dont even have mover scripts in my map atm :S?? I was just making a dynamite objective where you blow up this door, but it doesnt have a mover script in it… The last mover I had in my map was a window which I deleted. Dont ask me why the window was categorized as a mover lol.
Mapping Problem..
2bit needs to catch up a bit. xD for example, he posted on his Bespoken Textures (whatever that means lol) that 3 sides of a brush will always come out backwards and mirrored; so create a backwards texture to place there. OW! Nono, use - values in surface inspector!
Go to EDIT > Entity info…
Search for the script_mover click it and click select.
Then press backspace. And if it’s good it must be gone
http://www.nibsworld.com/rtcw/tutorial_script_mover_part1.shtml
just some script mover stuff… and also feel free to completely read this site. for some topics you must come back later caus they are pretty advanced.
and believe me. if you have read 2bits tutorial, together with the tutorials on nibsworld, you will firstly recocnize that they are pretty much straight forward and have teached you a lot in an easy and relaxed way, and secondly you will also recocnize, that there is not much more which has this quality for noobs. hehe… probably now i get posts like "damn, you have no clue, there are so good tutorials theeeeere and theeeera, but hey, i can only speak for myself
those 2 tuts mentioned will teach you all you must know to get a really good and quiete deep introduction in the topics. the shadermanual will then give you the rest 
Alright the map works again, however, the objectives dont -_-
I have a door which should be dynamited by allies, like the old city wall in Oasis, but the f***ing door just doesnt blow up. Ive tried pretty much everything and tried to follow that topic about making a dynamite objective, but that topic is extremely confusing and didnt rly help at all. I copied my script straight from there but it doesnt work… It does say “Dynamite planted” and everything but the dynamite doesnt blow it up…
So, I have a door, func_explosive with the following settings:
classname = func_explosive
dmg = 75
health = 0
mass = 400
scriptname = wall_1
sound = metal
spawnflags = 4
targetname = the wall
type = metal
And the trigger, trigger_objective_info
classname = trigger_objective_info
customalliesimage = gfx/limbo/cm_dynamite
scriptname = toi_wall
shortname = door
spawnflags = 1
target = the wall
targetname = toi_wall
track = the Security Door
And then script_multiplayer
classname = script multiplayer
scriptname = game_manager
and in the game_manager it reads
game_manager
{
spawn
{
}
}
wall_1
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have blown the wall to the Building!"
}
}
Hmm I thought so too but I copied it from the topic so I thought it must be right…
But it still doesnt work the way it should be…
hm…i have set up a little testmap for you.
http://www.file-upload.net/download-1543623/test.zip.html
the problem might be within your keys you have set.
and dont worry about the size. its a little big 
lol xD
The door worked now. But I got another question about terrain. Is there a way in the program to easilly make smooth terrain, without having to construct it from 1000 different pieces of brushes… Like as an example, in the worldbuilder for C&C Generals you have this tool to lower or raise the terrain and make it smooth.
Atm I have to create a large straight platform, and add spheres or some other irregular form of brushes here and there to make the map look natural, isnt there an easier way? 
If using brushes like that is the only way, does anyone have any tips about making the terrain look realistic? While ago I made a stone wall or a mountain which was built out of brushes, it looked ok but the pieces of brushes I used were partly inside one another therefor causing that weird graphical bug in game (you know when you have 2 brushes colliding the texture kinda flashes). So should I just like… eh… make a few flat surfaces in different angles, and combine them in a form of a hollow mountain O_o?
You must remember that the more complicated your terrain, the more the renderer must work and your gonna lose some players because of lag.
For terrain you might check this tutorial i wrote http://www.splashdamage.com/forums/showthread.php?t=17618&highlight=terrain around there, it’s made by hand. But with that method you have to manualy blend it.
I followed some tuto on how to create a constructible objective, but after I destroy it I want it to change textrure or model, because atm it just disappears… You can still repair it but you cant see anything that would indicate there here once was some sort of construction, except the track text…
Like imagine a command post, when you destroy it, normally it would “close” itself, but in my case the command post would turn invisible O_o, like there was never anything there.
So how do I make it change model or texture after its dynamited?? There was some part about materials in the tutorial, but they didnt seem to do anything for my construction.
Normally you add the models
example:
... model "models/mapobjects/cmarker/cmarker_crates.md3"
skin "models/mapobjects/cmarker/allied_crates.skin"
classname "misc_gamemodel"
targetname "backdoor_crates"
...
for the construction crates and you also add the construction team flag
example:
... model "models/mapobjects/cmarker/cmarker_flag.md3"
skin "models/mapobjects/cmarker/allied_cflag.skin"
classname "misc_gamemodel"
targetname "backdoor_marker"
...
near your construction. then in the func_construction’s built, death script events you setstate these misc_gamemodels to invisible and default respectively (invisible when built, default when destroyed).
example
built
{
print "backdoor built"
setstate backdoor_crates invisible //make the crates disappear
setstate backdoor_marker invisible //make the construct flag disappear
... }
death
{
print "backdoor death" //just debug TomTom
setstate backdoor_crates default //crates should appear
setstate backdoor_marker default //construct flag to reappear
.... }
Beyond that if you want say a destroyed/damaged construction to appear then you add a another misc_gamemodel or a func_static that you have for the damaged look. And like the construction crates you setstate invisible/default this damaged look in the same way in the built and death events.
How do I make normal doors that rotate 90 degrees to one way or another? The func_door_rotating just makes it fly 90 degrees around the map, I know I need to use origin but I just couldnt make it work. Instead I just ended up with NULL brushmodel error. I looked into Oasis doors, and they have this script called team_only_door_x, where the heck is this script located because it wasnt in the oasis.script?
Try using the search button. func_door_rotating origins have been dealt with a couple of times in the last 2 months or so…Like this one
and …
Err any idea why I get this graphical error that I can see through doors and such when Im in the right spot and looking in the right angle? I mean, in my map of course. Is it because I have brushes that go inside other brushes (only partly), because I got the same error in different place which got fixed when I removed a couple of brushes which were partly inside each other.
Note that I can only see through the doors when Im in the right spot, its not always “see-through” which happens when you have like 2 doors over each other.
GAAAAAAAH!
Whats with the damn command posts xD, I cant make them work.
I tried following this tuto http://user.tninet.se/~fzo823r/commandpost.htm but after I was done it just said “script_mover must have a model”, Im pretty sure everything is the way it should be so maybe the problem is with the tutorial I dunno.
So, anyone got better tutorial on making a commandpost -_-?
Oh and my capturable spawn fails too.
[QUOTE=Hatey;188428]lol xD
The door worked now. But I got another question about terrain. Is there a way in the program to easilly make smooth terrain, without having to construct it from 1000 different pieces of brushes… Like as an example, in the worldbuilder for C&C Generals you have this tool to lower or raise the terrain and make it smooth.[/QUOTE]
Check out FATE, its an easy terrain editor
Command post tutorial:
http://www.pythononline.co.uk/et/tutorial20.htm
only trouble I’ve seen people have with this tutorial is when the import the prefab it into gtk, all the targetnames get numbered (gtk 1.5.0 I belive), and this messes it up.
Capurable spawns: (really easy if I remember correctly)
http://www.pythononline.co.uk/et/tutorial29.htm
Hey, I was editing Railgun, but when I tested my map I noticed the tugs arent there… Or more like, they are there but just not working and invisible. You probably think its the scripts Im missing but no, Im pretty sure I copied all railgun scripts, renamed them and put them in the right folders, still its not working. Same with command posts in all of my maps actually, all 3 forms are visible at the same time… So what am I missing??
Oh and one more thing, how do I make a gate which has 2 parts opening in different direction?
Like uhm… hard to explain even tho its rather simple… I’ll show you a picture:

So basically the left side moves left inside the wall (partially), and the right side moves right inside the wall. A gate, yeah O_o. For some reason both sides ended up moving to the same direction when I tried it…