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Just don't be on the wrong side of the door during a fire.
Edit: I would like to note that some fires don't seem to count as fires as of this comment. Flamers? That is a fire. Mutated Pomegrenade? That is a fire. An Incendium Grenade? No. That is not a fire.
Thank you for idea! I tried this and it worked well, but the door automatically opened and all water was split. I wanted to make sure, that all water went to the canals, so i made this system with water detector. Thank you agan!)
Crux of the issue isn't making sure something locks when an event occur, it's still allowing entry while maintaining the closed state.
Think the most simplified version of this takes the door and 4 components.
Door
"SET_STATE" takes Signal SIGNAL_OUT
"STATE_OUT" goes to Delay SIGNAL_IN
Delay Component (toggle reset when different signal received, delay is how long you want to wait to close 2-3 second is ideal)
"SIGNAL_IN" takes Door STATE_OUT
"SIGNAL_OUT" goes to Signal SIGNAL_IN
Not Component
"SIGNAL_IN" takes ***SEE-BLOW*** SIGNAL_OUT
"SIGNAL_OUT" goes to Signal SET_TARGETSIGNAL
Signal Component (Technically all variables will be set by incoming signals, but I have mine set to Output 1 and Target Signal 0)
"SIGNAL_IN" takes Delay SIGNAL_OUT
"SET_OUTPUT" takes ***SEE-BLOW*** SIGNAL_OUT
"SET_TARGETSIGNAL" takes Not SIGNAL_OUT
"SIGNAL_OUT" goes to Door SET_STATE
***SEE-BELOW***
Last Component
Can be whatever, just needs to be able to send a continuous 0 at all times except when you need it closed. Simplest case would be a Not Component set to Continous Output, whenever something needs to close the door, send a 1 and nothing otherwise, this can be smoke detector, motion sensors, water detectors, whatever.
This more or less allows you to seal a door as needed but still allow both players and bots to travel through and reseal. The same mechanism can also prevent motion detectors from automatically trying to open doors.