Ahhh… I got it.

local gates = {
	"p_barier_test_s",
	"prop_sec_barier_01a",
	"prop_sec_barier_02a",
	"prop_sec_barier_02b",
	"prop_sec_barier_03a",
	"prop_sec_barier_03b",
	"prop_sec_barier_04a",
	"prop_sec_barier_04b",
	"prop_sec_barier_base_01",
	"prop_sec_barrier_ld_01a",
	"prop_sec_barrier_ld_02a"
}
Citizen.CreateThread(function()
   while true do
		for a = 1, #gates do
			local player = PlayerId()
			local plyPed = GetPlayerPed(player)
			local plyPos = GetEntityCoords(plyPed, false)
			local gate = GetClosestObjectOfType(plyPos.x, plyPos.y, plyPos.z, 100.0, GetHashKey(gates[a]), 0, 0, 0)
			if gate ~= 0 then
				SetEntityAsMissionEntity(gate, 1, 1)
				DeleteObject(gate)
				SetEntityAsNoLongerNeeded(gate)
			end
		end
	   Citizen.Wait(5000)
   end
end)
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