I looked at the example map and also checked out the script for it called open_door. I noticed tile02 was the tile behind the door and tile03 behind the door to the left, tile01 mentioned in the script i couldnt find on the example map.
So i am assuming the tile ID used in the scripts are to do with perhaps the game engine switching the door to tile03 when opened and back to tile02 when closed to give the appearance of opening and closing on its hinges?
On my map i created IDs for the tiles in the same locations relative (that is behind the door and to the left of door) to the door as in example one and named them tile2a and tile3a, tile04 for the mystery tile01 and duplicated the open_door script and renamed it Opendoor2 and placed that as the script for my door. But this didnt work, nothing happens :( infact if i clicked the door too many times it crashed the game.
Looking at the Source code i notice differences in the duplicate version (duplicate has a green Valid Script btw) this is the only differences i see in the source code...
Original: snippet
modify_navigation("tile01", "tile02", 2);
modify_navigation("tile02", "tile03", 1)
Duplicate:
modify_navigation("tile04", "tile2a", INTERACT_ONLY);
modify_navigation("tile2a", "tile3a", WALK_ONLY)