Door ds
Internal doors
(0:1) Whenever somebody moves,
(1:3) and they move into object type 2402,
(5:18) move the triggering furre back where they came from.
(3:6) where the triggering furre moved into,
(5:4) place object type 2403.
(0:1) Whenever somebody moves,
(1:3) and they move into object type 2401,
(5:18) move the triggering furre back where they came from.
(3:6) where the triggering furre moved into,
(5:4) place object type 2404.
(0:1) Whenever somebody moves,
(1:3) and they move into object type 2403,
(3:6) where the triggering furre moved into,
(5:4) place object type 2402.
(0:1) Whenever somebody moves,
(1:3) and they move into object type 2404,
(3:6) where the triggering furre moved into,
(5:4) place object type 2401.
Outer doors
(0:1) Whenever somebody moves,
(1:3) and they move into object type 2405,
(3:6) where the triggering furre moved into,
(5:4) place object type 2406.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 2406,
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 2405.
(0:1) Whenever somebody moves,
(1:3) and they move into object type 2408,
(3:6) where the triggering furre moved into,
(5:4) place object type 2407.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 2407,
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 2408.
(0:100) When 1 seconds have passed, offset by 0,
(4:3) only where an object type 2405 is,
(4:10) only in places that can't be walked into,
(5:4) place object type 2406.
(0:100) When 1 seconds have passed, offset by 0,
(4:3) only where an object type 2408 is,
(4:10) only in places that can't be walked into,
(5:4) place object type 2407.
This is global for all doors, and all objects are door objects.
Air room
(0:7) When somebody moves into position (64,17),
(1:103) and they didn't move into object type 254,
(5:14) move the triggering furre to (24,126) if there's nobody already there.
(0:7) When somebody moves into position (26,127),
(1:103) and they didn't move into object type 2402,
(1:103) and they didn't move into object type 2410, [locked door]
(5:14) move the triggering furre to (64,18) if there's nobody already there.
(0:7) When somebody moves into position (26,127),
(1:3) and they move into object type 2402,
(5:50) set countdown timer air1 to go off in 4 seconds.
(0:50) When countdown timer air1 goes off,
(5:41) place object type 2402 at (26,127).
This is for a single door that can be locked.
(0:7) When somebody moves into position (22,128),
(1:3) and they move into object type 2567, [switch off]
(3:2) at position (22,128) on the map,
(5:4) place object type 2568. [switch on]
(3:2) at position (26,127) on the map,
(5:4) place object type 2410.
(3:2) at position (64,18) on the map,
(5:4) place object type 2410.
(3:2) at position (64,17) on the map,
(5:4) place object type 254.
(0:7) When somebody moves into position (22,128),
(1:3) and they move into object type 2568, [switch on]
(3:2) at position (22,128) on the map,
(5:4) place object type 2567. [switch off]
(3:2) at position (26,127) on the map,
(5:4) place object type 2402.
(3:2) at position (64,18) on the map,
(5:4) place object type 2408.
(3:2) at position (64,17) on the map,
(5:4) place object type 0.
This is the lock. Now to make a global unlock, how do I return the doors all at once to normal?