this where u put the entites of the mission: let's have a look on this exemple
//printing press bomb
origin "-753 -312 18"
// Printing Press
classname "func_breakable"Script "Press"
if u read CAREFULLY this part u can understand what is it. (it is the bomb and the func_breakable of Bahamut, the frist objective) Now if u look into the bahamut_converted.map u will only find a func_static. (witch is the printing press). This func_staitc have a key "script" where the value is "press". it's "like" with the spot light.( target/targetname) in Bahamut, this func_static is set to "func_breakable". so we find the usual breakable parametres like type "1" for the wood effect. there is one line model "*51". This line is create when u compile the map (remember it, it's important) so when u will make ur own .ent, open your compiled .map (so your new .bsp) with a good .txt editor (like wordpad witch is given in windows) and search for "Script "x"" ( try with bahamut, open it wih wordpad and search "press", now look for the model number. it's *51)
now for the trigger_bomb, we creat it here. so u have to copy the part and change the origin "-753 -312 18" with u one you need for your map. (use a light or somthing to get the coordinate in your map.)
goalnumber "1" is the number of the objective. ( is it the first, the second...?)
spawnflags "1" is the number of the team (1=red 2=blue)
use again something to get the angle u need for ur map.
when you save ur file take care to save it as .ent