your script->
main:
level waittill prespawn
exec global/DMprecache.scr
$door1_nopulse hide
$world farplane 1000
$world farplane_color (0.333 0.333 0.333)
level.script = maps/obj/9.scr
exec global/ambient.scr obj_team5
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" ""
level waittill spawn
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.dmrespawning = 1
level.dmroundlimit = 10
level.clockside = axis
//level waittill roundstart
thread shingle_setup
end
//*** --------------------------------------------
//*** "Shingle"
//*** --------------------------------------------
shingle_setup:
thread shingle_center_start
end
shingle_center_start:
$door1_trigger waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto door1
}
end
door1:
$bangalore_center playsound plantbomb1
$door1_nopulse show
wait 5
$door1_explosion_center anim start
$door1_pulse show
$door1 remove
end
i'm guessing that the $door_pulse show should be $door_pulse hide
but it's hard to see what your trying to do
really though you only need one model, once it's set change the model to something else, easy
bang:
$1st_model model new_model.tik
end
that kinda thing but you'll need to find the correct model names
bdbodger has the idea worth going with, but you'll need to implement a team check, and also a while loop to make sure the trigger is being used, can be seen, and the player is alive
the make a counter to end the loop and convert the script it's next step
as i'm so nice:

1) give the bomb trigger any name ya like but make sure it's trigger_use
2) call the bomb the_bomb
key: targetname
value: the_bomb
3) give the trigger setthread set_me
key: setthread
value: set_me
set_me:
local.player = parm.other
if (local.player.dmteam == "allies")
{local.player.counter = 0
local.player thread im_planting self $the_bomb
local.player stopwatch 10
end
im_planting local.trigger local.bomb:
while ((self.useheld == 1) && (isalive self) && (self cansee local.bomb 30 128))
{if (self.counter < level.bomb_time)
{self.counter = (self.counter + .2)
wait .2}
if (self.counter == level.bomb_time)
{self.counter = 0
self stopwatch 0
self.counter = (self.counter + .2)
local.bomb thread ive_planted local.trigger}
if (self.counter > level.bomb_time)
{end}}
end
ive_planted local.trigger:
local.trigger nottriggerable
self playsound bombtick
self model "animate/explosive.tik"
wait 10 //time to get outta the way
self stoploopsound
self playsound explode_tank
self hide
self notsolid
earthquake .35 10 0 0
earthquake .23 6 0 0
earthquake 1 1 0 0
earthquake 1.25 .3 0 1
end
//one question though? is this bomb supposed to be defusable, if so just let me know
