Why don't someone just make three modles, one of the hanger without doors and two of opposite doors, A while ago marksman wrote this script for me
; Opening gates by Marksman
; 24/5/02
; Marksman920@hotmail.com
gate1openpos = getPos gate1
gate2openpos = getPos gate2
g1openposx = gate1openpos select 0
g1openposy = gate1openpos select 1
g2openposx = gate2openpos select 0
moves = 60
#loop
?(moves < 0):goto "exit"
moves = moves -1
gate1openpos = getPos gate1
g1openposx = gate1openpos select 0
g1openposx = g1openposx + 0.1
gate2openpos = getPos gate2
g2openposx = gate2openpos select 0
g2openposx = g2openposx - 0.1
gate1 setPos [g1openposx, g1openposy]
gate2 setPos [g2openposx, g1openposy]
~0.05
goto "loop"
#exit
~10
[] exec "closegates2.sqs"
exit
to simulate opening gates, and this one for closing them
; Closing gates by Marksman
; 24/5/02
; Marksman920@hotmail.com
gate1closedpos = getPos gate1
gate2closedpos = getPos gate2
g1closedposx = gate1closedpos select 0
g1closedposy = gate1closedpos select 1
g2closedposx = gate2closedpos select 0
moves = 40
#loop
?(moves < 0):goto "exit"
moves = moves -1
gate1closedpos = getPos gate1
gate2closedpos = getPos gate2
g1closedposx = gate1closedpos select 0
g1closedposx = g1closedposx - 0.1
gate1 setPos [g1closedposx, g1closedposy]
g2closedposx = gate2closedpos select 0
g2closedposx = g2closedposx + 0.1
gate2 setPos [g2closedposx, g1closedposy]
~0.05
goto "loop"
#exit
exit
but I've never done any moddeling so have no idea if its possible
There are some dodgy results with this script though, one of the "gates" must be rotated 180 degrees and the number of moves in and out will probably need to be tweaked for what ever object you use. Just now the scripts are set up for FENCE Barbed Chainlink under Civillian/Support (If you have Kegs addon) If you use any other object without changing the numbers The object will disapear over the nearest hill
P.s This is my first post in the new forums ;D