While making an output, you can target every prop_dynamic by simply typing "prop_dynamic". However, this might be too much considering you want to only have a specific prop_dynamic removed.
There is also the class filter (
Filter_activator_class) which will filter for all entities of the given type (again, "prop_dynamic"). Not to be confused with
Filter_tf_class which is for TF2 player classes.
You will need to have another filter for names (
Filter_activator_name) and then one or more
Filter_multi to "add" these filters together. Don't forget you can specify another filter_multi inside a filter_multi.
Then you will need to somehow get a reference to a specific prop_dynamic by using these filters and probably a trigger or such so that you can use !activator to target it.
Would be much easier if you can somehow keep the targetnames seperate instead of copying them.
Or maybe you can add an output to each prop_dynamic by using the AddOutput call? (Or maybe just have it in there from the start.) Giving each prop_dynamic an "OnUser1 !self kill" would mean that you can then send the "(YourEventHere) (name of prop and player) FireUser1" input and bam, prop's gone.