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Door ring and open

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Ok heres what i'd do i would make 3 seperate triggers
first one would go like this

Trigger:1
Event: A unit enters a Gate region
Condition: Triggering unit is equal to (your unit)
Action: turn on trigger (the next trigger im going to list)

Trigger:2
Event: Player- Player red types Open Sesame as an exact match
Condition:Unit-Triggering unit is equal to entering unit
Action: Detructible- Open (select the gate you want to open here)
Action:Wait 5 secs
Action:Close (your gate)

Trigger:3
Event: A unit leaves a region
Condition:Unit- Triggering units is equal to (your unit)
Action:turn off trigger (the last trigger i listed)

make sure you put the region near your gate
hope this helps and make sure Trigger # 2 is turned off at itilization hope dat helps
 
NO NO NO NO! Do it like this:

(forget the region trigger)

Events
- Player - Player 1[Red] types Open Seasam as an exact match
Conditions
- Boolean - [Gate Region] contains [Unit owned by Player 1[Red]] equal to True
Actions
- Destructible - Open [Gate]


Optional trigger:

Events
- Unit - Unit owned by Player 1[Red] leaves [Gatye Region]
Conditions
- Boolean - [Gate Region] contains [Unit owned by Player 1[Red]] equal to False
Actions
- Destructible - Close [Gate]
 
You might do a 'pick every door' event (dunno if there is a 'doodadgroup' or whether you have to put them into an array and run through that)

myRegion = convert (Position of (CurrentDoor) + x radius) to region
if unit is in region -> make the door stay open
else -> make it close

i hope this helps, but for all i know, there is no easier solution...

PS:
you may do the doors as 'units' giving them the 'shop' ability -> now anyone might use all it's abilities
-> give it bearfrom -> morph to an alternate from (open, no collision) for some time

that might do the trick as well -> but you need to take a little care of them beeing a unit and no longer a doodad now... maybe that courses some minor issues ^^ but i don' belive it does.
 
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