Mr Love
Quote: " how this will work, when Im not changing the other weapons gunspecs?"
The only thing that may need a change is for the Crowbar's gunspec, change to "damagetype=1 (single pistol shot)
Attach the script only to the "WALL" entity Main AI. That's it.
:state=0:setbulletcoloff=1,state=1
:state=1,plrdistwithin=80,plrcurrentweapon=PATH TO CROWBAR:setbulletcoloff=0,state=2
:state=2,plrdistfurther=85:setbulletcoloff=1,state=0
Follow the script, the "Wall Entity" has No bullet collision turned ON at beginning (setbulletcoloff=1)
Then if player is with 80% of a segment AND !!! is holding the "crowbar" No bullet collision is turn OFF !!! (:setbulletcoloff=0)
Now the Crowbar can do damage to wall. If player is NOT holding Crowbar No bullet collision remains ON.
If player goes back further than 85% then script turns No bullet collision back ON and returns to beginning (state=0)
I know it can be a little confusing because of the command, it's weird

setbulletcoloff=x "set bullet collision off" yes or no?
If you think about it, it sets if the entity has "No Bullet Collision" ..... not if it does (setbulletcolon) we don't have that syntax command yet.
My games never have bugs. They just develop random features..
Lots and lots of random features...