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But I tried this for Global Mobilization buildings, which didn't work.
It seems many GM buildings use a different animation name pattern in their door logic.
Instead of checking an animation like "Door_1_rot", their UserActions often check the status of an animation like "door_1_sound_source" to see if a door is closed. I couldn't get GM doors to open with _building animate [_doorAnim, 1] so I used call BIS_fnc_Door which worked. So, for GM buildings when you're deciding to open door index _i, you might:
Check the phase of format["door_%1_sound_source", _i].
If it's closed, call [_building, _i, 1] call BIS_fnc_Door;.
But Star Trek universe MOD when?
ty