...you could also use this script that Plystire posted:
;Artificial Intelligence Script:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;by Plystire
;Header
desc = Door Locked Until Activated
;Q. Is it possible to have a locked door be unlocked after an entity is destroyed?
;A. Yes it is. Try this out:
;Save Destroy Entity To Unlock Door .fpi script in your scriptbank, and set it as the MAIN SCRIPT for the door.
;NOTE: Alter the entity's .fpe file (entity that unlocks the door when it is destroyed). Add the this line to the .fpe file:
;ifused = [NAMEOFDOORTOBEUNLOCKED]
;When the entity is placed on the map, access the PROPERTIES MENU and set the DESTROY SCRIPT to ;"destroy/destroyandactivate.fpi"
;When player destroys the entity, the door will become an autodoor.
;Triggers
:state=0,activated=0:NONE
:state=0,activated=1,plrdistwithin=75:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
:state=2,plrdistfurther=100:state=3,sound=$1,colon
:state=3:decframe=0
:state=3,frameatstart=0:state=0,setframe=0
;End of Script:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
It works pretty well.
Widow 13 - ©2008 Harsh Games, Inc