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?