@Ebeneezergude: I reread your earlier post and realized I'd misread what you wanted to do, so the explanation I'd originally started is the right one after all.
Here's a recap of the first part of my explanation:
So basically what you need to do next is set your "stair teleporters" to toggle on and off on an offsetting pattern. To achieve this you could have a trigger next to the simulated stairs on each end, ie one in front of the "top", 1 in front of the "bottom". The trigger on the near side would be inactive and the teleporter active, while the teleporter on the far side of the stairs would be inactive and the trigger active. So each teleporter could then move the party to either the "top" or "bottom" of the stairs, depending on where the party started out. When the party steps off of the stairs,
:
OK, so when the party steps off the stairs, the activate the trigger and it toggles both teleporters and both triggers, so the teleporter at the other end of the stairs and the trigger the party just are no longer inactive and the trigger on the other side of the stairs and the teleporter on the near side are now both active. This way you can avoid the infinite teleporter loop by having only 1 teleporter active at a time.
Here's the idea of the basic setup:
(1) Teleporter_Bottom - Destination: Top of Stairs, Initial State: Active, Rotation: turn party so they're facing away from the stairs
(2) Teleporter_Top - Destination: Bottom of Stairs, Initial State: Inactive, Rotation: turn party so they're facing away from the stairs
(3) Trigger_Bottom - Action: Toggle, Targets: Teleporter_Bottom, Teleporter_Top, Trigger_Bottom, Trigger_Top, Op_By: Party
(4) Trigger_Top- Action: Toggle, Targets: Teleporter_Bottom, Teleporter_Top, Trigger_Bottom, Trigger_Top, Op_By: Party
(\) Fake Stairs Up
(/) Fake Stairs Down
(_) Wall
(P) - Party start location
So, to do a basic ASCII map of what I'm talking about:
So when the party steps on 3, nothing happens, that trigger is inactive, when the party steps forward again, onto 1, the teleporter teleports the party to 2. On 2 nothing happens, that teleporter is inactive. When the party steps on 4, both teleporters and triggers are toggled so now 2 and 3 are active while 4 and 1 are now inactive.
OK, but what if the party goes up the stairs and without stepping on 4 wants to go back down? well, you can add an extra couple of teleporters, and an extra couple of triggers to make that possible.
The extras would work like this
(5) Teleporter_Top_2 - Destination: Bottom of Stairs, Initial State: Active + Fake Stairs Down
(6) Teleporter_Bottom_2 - Destination: Top of Stairs, Initial State: Active + Fake Stairs Up
(1) add: Trigger_Bottom_1 - Action: Activate, Targets: Teleporter_Bottom, Op_By: Party, Direction: Whenever party is facing left of the stairs, Constant Pressure: True
(1) add: Trigger_Bottom_2 - Action: Activate, Targets: Teleporter_Bottom, Op_By: Party, Direction: Whenever party is facing right of the stairs, Constant Pressure: True
(2) add: Trigger_Top_1 - Action: Activate, Targets: Teleporter_Top, Op_By: Party, Direction: Whenever party is facing left of the stairs, Constant Pressure: True
(2) add: Trigger_Top_2 - Action: Activate, Targets: Teleporter_Top, Op_By: Party, Direction: Whenever party is facing right of the stairs, Constant Pressure: True
So now the example ASCII map looks more like this:
So now, not only will the party be teleported to the top of the stairs whenever the party enters the bottom of the stairs, but if the party is standing on the bottom of the stairs and turns around, they'll be automatically teleported to the top, and if the party backs up a step while facing away from the stairs they'll automatically be sent to the top and rotated so their back is to the stairs leading down. While at the top if the party turns, they'll be teleported back down to the bottom, if the party backs up while facing away from the stairs, they'll be sent back down to the bottom of the stiars and rotated so their backs are to the stairs leading up.
Now you should have fake stairs that behave in all visible ways exactly like real stairs.