The Land_xx class
The very first, and very infamous misunderstanding is that an animated building opens doors when placed in the game editor but does not when baked into a map (wrp).
For this magic to happen, you must have class Land_p3dName and model = p3dName; - that is it!
class house_f; // almost always
class land_my_great_building : house_f
{
model=\some\location\my_great_building.p3d;
// the rest does not matter
};
And for these animations to happen at all either in the in-game editor or otherwise, the p3d has to have it is geolod property set to class=house as a minimum. There are other, less used, animation class types, such as housesimulated and fuelstation but using class=house is the basic, surest way to have doors to open.
A land_xx trigger list of all objects used on the map that *need* land classes to operate correctly is automatically baked into that wrp by pboProject. (Geolod class=house is the prime candidate, but there are other much less used class= types of which pboProject also takes care.)
if doors (eg) still won't open, then you don't have that land_xx class in any config.cfgVehicles in the game. Under those circumstances, it is up to you to create one.