I think they best tutorial is to grab a working thing and take it apart in radiant.
Here´s a working prefab of a constructable mg42nest with the script included.
http://www.sikstrom.nu/rikard/prefabs/construct_mg.zip

I think they best tutorial is to grab a working thing and take it apart in radiant.
Here´s a working prefab of a constructable mg42nest with the script included.
http://www.sikstrom.nu/rikard/prefabs/construct_mg.zip

Hey, I remebered that prefab i made
As a matter afact this is the same thread i used as a base to make it.
:banghead: hmm the mg thing worked fine with me but now i replaced it with a watch tower (without MG) and I changed some stuff in the script that (I think) is not being used but now i keep getting the error that my script has a unknown action : construction_script <==== Does any1 knows something about this problem?
This is my script
game_manager
{
spawn
{
construction_script
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate watchtower1 invisible
// Some kind of UI pop-up to alert players
wm_announce "Axis team has built the Watch Tower!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Watch Tower!"
}
trigger startup
{
setstate watchtower1 default
}
}
}
It looks like you have your construction script as part of the game_managers spawn routine, which would give you the error you’re getting. Try this:
game_manager
{
spawn
{
}
}
construction_script
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate watchtower1 invisible
// Some kind of UI pop-up to alert players
wm_announce "Axis team has built the Watch Tower!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Watch Tower!"
}
trigger startup
{
setstate watchtower1 default
}
}
How to make a constructible, which can be constructed only once and when its constructed it can be blown with a dynamite? Putting func_constructible on func_explosive overrides the func_explosive, so im confused. :E
create normal func_constructible but in the sript do not make the contruction materials (the boxes and the flag) visible again.
Proberly a stoopid question, but…
There seems to be no model for the flag pole. So I created a brush to act as the flagpole and then realised it doesn’t disappear when the constructible is constructed. So I found in the entities menu something called func_brushmodel - i thought this might make the brush be treated as a model - so I could give it attributes (especially a targetname - so it would be grouped with the other “construction_materials” and disappear when the constructible is created. But then my poor brush flagpole didn’t appear at all when the map loads and everything spawns.
How is the flagpole done? Please forgive me for not opening Goldrush. I tried it once and it took nearly 5 minutes to open and navigating around it is very very slow. My PC is P3 500, 256mb! And yes, I play the game on this piece of dung aswell!! Lol 
Make the flag pole a script_mover (don’t forget to make and origin brush and include it in the script_mover). You can then control the visibility of the pole with ‘setstate “scriptname key here” default/invisible’. Make sure to give your script_mover a ‘scriptname’ key.
Errol… Simply do this:
Make the flagpole and use a texture you like. Hit ESC, select the pole and then select the building materials. In the 2D window, right-click and choose move into entity. That will put the flagpole in the script_mover with all its keys including the targetname (which is used to make invisible/default in the .script file).
HTH
BTW it worked lol, a long time ago - I had to make the brush a script_mover and give it the targetname & scriptname “construction_materials”. MadJack when I tried it your way the brush always seemed to just stay a brush - it didn’t know it was connected to the crates or whatever…
Thanks again.
I got a prob with my barrier i made when i build it the construction boxes dont disappear plz help me 
Multiple stages are all about 2 keys on the “func_constructible” called “constages, desstages”. These key lists point to additional brushwork entities “func_brushmodel”. Each “func_brushmodel” has a targetname key which appears on the “func_constructible” key lists. (constages,desstages)
Sock
ing
Can someone please explain that a little better for me? I have singel stage mastered but I cant figure out double stage. I dont understand the constages and destages part at all.
Thanks!,
Ben