I've searched a little more and found couple of lines which I added to my code, and it works.
Code:
DispatchKeyValue(Ent, "Solid", "6");
SetEntProp(Ent, Prop_Data, "m_nSolidType", 6);
DispatchKeyValue(Ent, "spawnflags", "8");
SetEntProp(Ent, Prop_Data, "m_CollisionGroup", 5);
DispatchSpawn(Ent);
AcceptEntityInput(Ent, "EnableCollision");
I didn't really have time to understand why it works now but I hope its gonna help somebody
Code:
wallModel = "models/props/hr_massive/wood_fence/wood_fence_128.mdl"
Ent = CreateEntityByName("prop_dynamic_override");
if(Ent != -1) {
pos[0] = pos[0] + (fForward[0] * 107.0);
pos[1] = pos[1] + (fForward[1] * 107.0);
pos[2] = pos[2] + (fForward[2] * 107.0);
DispatchKeyValue(Ent, "model", wallModel);
DispatchKeyValue(Ent, "Solid", "6");
SetEntProp(Ent, Prop_Data, "m_nSolidType", 6);
DispatchKeyValue(Ent, "spawnflags", "8");
SetEntProp(Ent, Prop_Data, "m_CollisionGroup", 5);
DispatchSpawn(Ent);
AcceptEntityInput(Ent, "EnableCollision");
float objAngles[3];
objAngles[0] = 0.0;
objAngles[1] = 0.0;
objAngles[2] = 0.0;
objAngles[1] = 90.0;
//SetEntPropVector(Ent, Prop_Send, "m_angRotation", objAngles);
TeleportEntity(Ent, pos, objAngles, NULL_VECTOR);
SetEntityRenderMode(Ent, RENDER_TRANSCOLOR);
SetEntityRenderColor(Ent, 255, 255, 255, 255);
SetEntProp(Ent, Prop_Data, "m_takedamage", DAMAGE_YES, 1);
SetEntProp(Ent, Prop_Data, "m_iHealth", 65);
}