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Basically either one of these two are the most standard solutions, the first one won't consider the waygate's pathing and the second one could make units get stuck instead since they would think that there's a short cut without "knowing" that it's blocked for them.
If you really want the units to use the waygate automatically if it's a shortcut (or impossible to access normally) then what you could do is to have an event that fires when an move order is issued. If it's a square region compare the coordinates of the location to the min & max x & y. If the location is within the bounds and the unit that was issued the order is outside, order it to move to the fake waygate (Assuming it's owned by the right player.)
If it's circular then take the distance from what would be the center of the circle and the location and if it's not farther than the circle's radius then you order the units again like before.
Depending on the map you might have to do the same thing to let the units come back through the way gate.
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