(this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_a"),
(eq, ":effected_object", "spr_mm_restroom_door"),
(assign, ":effected_object_instance_id", ":instance_id"),
(scene_prop_get_slot, ":opened_or_closed", ":effected_object_instance_id", scene_prop_open_or_close_slot),
(try_begin),
(eq, ":opened_or_closed", 0),
(prop_instance_get_starting_position, pos10, ":effected_object_instance_id"),
(scene_prop_enable_after_time, ":effected_object_instance_id", 100),
(assign,":rotation_change",85),
(try_begin),
(neq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
(neq, ":scene_prop_id", "spr_earth_sally_gate_left"),
(assign,":rotation_change",-85),
(try_end),
(prop_instance_get_variation_id,":combined_val",":effected_object_instance_id"),
(store_div, ":reversed_rotation", ":combined_val", 10),
# (store_mod, ":owner_team", ":combined_val", 10),
#(prop_instance_get_variation_id_2,":reversed_rotation",":effected_object_instance_id"),
(try_begin),
(eq,":reversed_rotation",1),
(val_mul,":rotation_change",-1),
(try_end),
(position_rotate_z, pos10, ":rotation_change"),
(prop_instance_animate_to_position, ":effected_object_instance_id", pos10, 100),
Also take a look at part of m_scripts script_game_recieve_network_message at
If you just want the prop to disappear when activated and spawn the rope coil plank, and opposite for closing without a moving animation you could try and make a script that's summarised as: