<NME> an_open_trigger.cs
<BEF> ﻿using UnityEngine;
using System.Collections;

/// <summary>
		
	public override bool Activate (GameObject src)
	{
		GameObject triggerObj = ObjectLoader.getGameObjectAt(objInt().link);
		if (triggerObj!=null)
		{
        GameObject triggerObj = ObjectLoader.getGameObjectAt(link);
        if (triggerObj != null)
        {
            if (triggerObj.GetComponent<trap_base>() != null)
		}

		//Open/Close trigers may have additional triggers that fire off as well
		triggerObj = ObjectLoader.getGameObjectAt(objInt().next);
		if (triggerObj!=null)
		{
			if (triggerObj.GetComponent<trigger_base>() !=null)
			{
				triggerObj.GetComponent<trigger_base>().Activate (this.gameObject);	
			}
		}

		PostActivate(src);
		return true;
        PostActivate(src);
        return true;
    }

    public override void PostActivate(GameObject src)
    {
        Debug.Log("Overridden PostActivate to test " + this.name);
        base.PostActivate(src);
    }
}
<MSG> Off map triggers and traps will not have their nexts changed when updating the object list (not tested fully)
Implemented door control and door trap behaviours to support the operation of the prison tower level 2 door puzzle
Open and close triggers will not call their opposing trigger type when calling their next.
<DFF> @@ -5,6 +5,7 @@ public class an_open_trigger : trigger_base {
 		
 	public override bool Activate (GameObject src)
 	{
+		int thisType=objInt().GetItemType();
 		GameObject triggerObj = ObjectLoader.getGameObjectAt(objInt().link);
 		if (triggerObj!=null)
 		{
@@ -15,14 +16,18 @@ public class an_open_trigger : trigger_base {
 		}
 
 		//Open/Close trigers may have additional triggers that fire off as well
-		triggerObj = ObjectLoader.getGameObjectAt(objInt().next);
-		if (triggerObj!=null)
-		{
-			if (triggerObj.GetComponent<trigger_base>() !=null)
-			{
-				triggerObj.GetComponent<trigger_base>().Activate (this.gameObject);	
-			}
-		}
+				if (ObjectLoader.GetItemTypeAt(objInt().next) != ObjectInteraction.A_CLOSE_TRIGGER)
+				{
+						triggerObj = ObjectLoader.getGameObjectAt(objInt().next);
+						if (triggerObj!=null)
+						{
+								if (triggerObj.GetComponent<trigger_base>() !=null)
+								{
+										triggerObj.GetComponent<trigger_base>().Activate (this.gameObject);	
+								}
+						}	
+				}
+
 
 		PostActivate(src);
 		return true;

Off map triggers and traps will not have their nexts changed when updating the object list (not tested fully) Implemented door control and door trap behaviours to support the operation of the prison tower level 2 door puzzle Open and close triggers will not call their opposing trigger type when calling their next.