add
*replace #'s with the entity number of the keycard*
Spawn(#)
CollisionOff(#)
SetPosition(#,g_Entity[e]['x'],g_Entity[e]['y'],g_Entity[e]['z'])
CollisionOn(#)
to the exit of a custom AI script the 1 soldier will use (just name it differently if it should keep the same logic as the others), then set the card to spawn at start = no