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Or have a region inside those gates and make a boolean variable to false as long as they are closed. When the gates open change boolean to true.
And then when the unit leaves that region, check if a boolean is true or false. If it's false, return the unit inside.
I'd just place a region behind the gate and when the unit enters it teleport it back, if the gate is is not open/dead.
Another option is to place the region in front of the gate (cover the whole area accessible before the gate) and when the unit leaves the region teleport it back if the gate is still alive.
You could also make the area behind the gate not visible. I don't know the easiest way to accomplish this, but you could use the line-of-sight blockers and kill them when the gate opens.
Are there any other units supposed to be behind that gate?
If not, you can add a pathing blocker using a custom pathing map to fill a large area behind the gate.
This will make all blinks, teleports, whatever search for the nearest valid place to blink to which will be on their side of the gate.
However this does mean that noone is able to be at the other side until the gate is destroyed (when you remove that pathing blocker).
I use this method in a map of mine and it works great, but the gates in my map are simply said, the edge of the map as long as they are alive.
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