Place a zone at the place you walk in the door. Make it activate the barrier/prop. Make sure the barrier’s scope is set to “player.” This makes it so others don’t get locked out after one player enters.
Connect a lifecycle set to “player knocked out” to the barrier to deactivate it.
Connect the sentry to the barrier via a wire so it deactivates when the sentry is defeated.
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Yes. Just make sure every prop’s scope is set to player and make the devices deactivate/activate all of them. If you want, you can use channels instead. Do you know what they are?
Channels and wires, in the gimkit code, are almost exactly the same. There are a few edge cases of things where there isn’t an option for channels or wires, but the gimkit team is slowly finding and fixing them, so that channels and wires can both do the same things. But backend, channels and wires aren’t really different in the way they send information.*
*info in this post is assumed based on observed gimkit behaviour with AUO, and also how I would implement channels and wires as a programmer.