I would just like to state that using PERK_WIDOWS_WINE will not affect the outcome. Also it is "specialty_widowswine" which is also defined by PERK_WIDOWS_WINE.
His problem was inside the loop.
I have fixed the code so if you wish to replace the function you can do.
Also question for OP, out of curiosity why did you add a loop into shootables_done?
This error shows up when adding this to zm_mymapname.gsc:
What I posted will work fine as long as you haven't removed
However if this isn't the case you must have implemented it incorrect and from the error id assume you have misplaced the line(s) of code. If if none of this is the case could you possibly share your code?
In no way is this the best way. Just a way that works for me.
Radiant crap (Put it into a spoiler if you know what your doing in Radiant)
Spoiler: click to open...
Step 1: Go into Radiant Enity Browser->Script->model add it into your map
Step 2: Select the script_model you have just placed and set the model via the Entity Info At this point go ahead and also set the targetname to what you want to refer to the door as in the code in my case "door_example"
At this point you may want to keep track of any information such as the new origin/rotation of the model so that you don't have to guess inside your code.
Script crap
Several functions to move script_model if you are unsure how to:
Spoiler: click to open...
Taken directory from the /docs_modtools/scriptapifunctions.htm
Rotation
There are most definitely more functions but these are just the main ones id look into using for this.
So after deciding which function is right for you go ahead Now in this example I'm going to be using MoveX as I am only moving it along the X axis.
Essentially this is just the exact same as what IVIr_Gadd suggested but just going over the Radiant parts.
If you followed it right your door should move like such (Sorry about music I forgot that nvidia shadow play picks up that crap):
Spoiler: click to open...
:(
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