Ok, this was weird. There must have been some kind of non-displayed character in your script causing the problem. What i did is delete the axisconstruct_2 code and copied the axisconstruct_1 code and edited it to be the axisconstruct_2 code and it worked, and this also solved the extra “}” at the end.
So copy the below code and replace all the code in your script with this code and save it as your tpb.script.
game_manager
{
spawn
{
wm_axis_respawntime 10
wm_allied_respawntime 10
wm_set_round_timelimit 30
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
wm_setwinner -1
wait 500
setautospawn "Axis Spawn" 0
setautospawn "Allied Spawn" 1
}
}
// ================================================
alliedconstruct_1 // the first allied fence
{
spawn
{
wait 50
trigger self setup
constructible_class 2 // 2=Satchel 3=Dyna
}
trigger setup
{
setstate alliedconstruct_1_materials default // Crate Models
setstate alliedconstruct_1_clip default // Clip brushes
setstate alliedconstruct_1_flag default
}
built final
{
setstate alliedconstruct_1_materials invisible // Crate Models
setstate alliedconstruct_1_clip invisible // Clip brushes
setstate alliedconstruct_1_flag invisible
wm_announce "Allied Team have built the first fence!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Axis have destroyed the first fence!"
}
}
// ================================================
alliedconstruct_2 // allied second fence
{
spawn
{
wait 50
trigger self setup
constructible_class 3 // 2=Satchel 3=Dyna
}
trigger setup
{
setstate alliedconstruct_2_materials default // Crate Models
setstate alliedconstruct_2_clip default // Clip brushes
setstate alliedconstruct_2_flag default
}
built final
{
setstate alliedconstruct_2_materials invisible // Crate Models
setstate alliedconstruct_2_clip invisible // Clip brushes
setstate alliedconstruct_2_flag invisible
wm_announce "Allied Team have built the second fence!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Axis have destroyed the second fence!"
}
}
// ================================================
axisconstruct_1 // axis first fence
{
spawn
{
wait 50
trigger self setup
constructible_class 2 // 2=Satchel 3=Dyna
}
trigger setup
{
setstate axisconstruct_1_materials default // Crate Models
setstate axisconstruct_1_clip default // Clip brushes
setstate axisconstruct_1_flag default
}
built final
{
setstate axisconstruct_1_materials invisible // Crate Models
setstate axisconstruct_1_clip invisible // Clip brushes
setstate axisconstruct_1_flag invisible
wm_announce "Axis have built the first fence!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Allies have destroyed the first fence!"
}
}
// ================================================
axisconstruct_2 // axis first fence
{
spawn
{
wait 50
trigger self setup
constructible_class 3 // 2=Satchel 3=Dyna
}
trigger setup
{
setstate axisconstruct_2_materials default // Crate Models
setstate axisconstruct_2_clip default // Clip brushes
setstate axisconstruct_2_flag default
}
built final
{
setstate axisconstruct_2_materials invisible // Crate Models
setstate axisconstruct_2_clip invisible // Clip brushes
setstate axisconstruct_2_flag invisible
wm_announce "Axis have built the second fence!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Allies have destroyed the second fence!"
}
}
//==================================================
// =================================================
Axis_Controls // the allied obj
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}
death
{
trigger Axis_Controls_toi remove
wm_announce "The Allies have destroyed the Axis Controls!"
}
}
Axis_Controls_toi
{
trigger remove
{
remove
}
}
//=============================================================
// Targets
alliesbarier1
{
death
{
wm_announce "^1The Allies have destroyed the firt barrier!"
}
}
alliesbarier2
{
death
{
wm_announce "^1The Allies have destroyed the second barrier!"
}
}
alliesbarier3
{
death
{
wm_announce "^1The Allies have destroyed the third barrier!"
}
}
alliesbarier4
{
death
{
wm_announce "^1The Allies have destroyed the fourth barrier!"
}
}
axisbarier1
{
death
{
wm_announce "^1The Axis have destroyed the fist barrier!"
}
}
axisbarier2
{
death
{
wm_announce "^1The Axis have destroyed the second barrier!"
}
}
axisbarier3
{
death
{
wm_announce "^1The Axis have destroyed the third barrier!"
}
}
axisbarier4
{
death
{
wm_announce "^1The Axis have destroyed the fourth barrier!"
}
}
- The axis_controls (which the allies have to destroy to win (eventually, I haven’t programmed that yet)). Should be destructible by dynamite only (as specified in the constructible_class 3). but when I try to test it, it is destroyable with any weapon.
I am now looking into this ^
Edit: You need to add the key (Health 0) to the entity.
So…
Key: Health
Value: 0
Jec