Quite an easy one i expect - how can i get a fun_breakable to be destoryed by scripting? It needs to have the destroyed effect and not just disappear if possible thanks I've just worked this out but the trapdoor just seems to disappear which no effect or sound. remove ( "trapdoor" );
Don't use remove. It's a command to surgically just remove any entity / NPC from the level. To have a func_breakable break like they break when destroyed in game, you just need to give the entity an ordinary targetname in Radiant and then use("targetname") in the script. Have a look at the flags and keys in Radiant to see if they offer nice extra touches to serve your desires further.
Depending on the thing you are destroying, it might be necessary to also place some fx_runners there, to be used at the same time or slightly later to make it all look better.
Thanks 'use' worked perfectly! this cinematic is coming along nicely now