RaD- said:
i dare you to do the same... without ANY bugs
i've done it about a year ago (and yes u can have vertical doors, and angled doors)... actually i used units to create walls that would automatically align themselves and with doors and such, anyways thats beyond the point
i'll run down the basics (won't go into extreme details with specific how-to's)
create a door unit (duh), give it no pathing map so units can walk right through it
trigger it so when a door is built or created it sets its custom value to say X
now along its parallel axis create several pathing blockers to simulate the door having collision, here u have the option of using handle-handle variables or arrays to keep track of the pathing blockers
if u decide to use arrays u could say make 5 variables blocker1,2,3,4,5 and assign the pathing blockers to blocker1[X], blocker2[X] -- anyways, choose some method to connect the door to its blockers
give the door an 'open' ability
when a unit casts the open ability, change the doors animation to open, and remove the center blockers using the doors reference (this allows units to pass through when its open)
give the opened door a 'close' ability
when casted check if units are in the way, if they aren't recreate the blockers and close the door animation wise
at least this was how i did it way back when i don't even remember when... there might be a better way but this is a start at least