Sorry bout that
Just normal door keys,
ie
for the inactive door:
spawnflags:128 (INACTIVE)
key:classname
value:func_door
key:angle
value:270
key:targetname
value

door
key:soundset
value:door1
for the target_activate:
key:classname
value:target_activate
key:targetname
value:t99
key:target
value

door
(the target_breakable works coz it triggers everything else except the target_activate, the breakable is connected to the activate, the activate is connected to the door)