Okay...so, the whole idea is that when Player collides then leaves "Area_1", a door that was previously locked (let's call it "Door_1") becomes inactive and "Door_2" (which is mansion_off_hinges_1) becomes active...Well, my issue here is that "Door_2" is visible when it's not supposed to be.
The entity itself is unchecked next to "Active" in level editor. In my script file, I have a line that says SetEntityActive("mansion_off_hinges_1", false);
So neither of these things are working to keep the entity from appearing when it's not supposed to be. I'm not sure what exactly I should post besides some lines from my script file that pertain to the door.
I put the code in pastebin because the code brackets on this website still reformat my script lines.