241.903, 1403.11, 9.80313, 0
-211.312, -1841.49, 136.449, 0
A two-way enex will have the exit (2nd set of coordinates) a little ways away from the entrance; far enough way that CJ isn't sucked back into the entrance, then what ever looks good. A one way entrance to an interior will have a very high elevation, so the destination is way off.0, 0, 8
8 is fixed, but the 0, 0 is specifying the width and depth of the door. CJ can't fit through a 0, 0 door. 2, 2 is fairly standard.2, 1
The exterior entrance for a two-way enex will use world 0 (not 2) because the exit will be to the outside world. The entrance of one side of the connection leads to the exit of the other side. The interior side of the connection will handle it's world appropriately.
Use flag 4 (1 is used for the interior side but doesn't seem to do anything) on an exterior enex to prompt a connection with an enex with the same name.CARTER
Carter identifies Smoke's Crack Palace. Use "POLICE2" (quotes must be included) to connect to the interior enex already in place inside of the SFPD. 0, 2, 0, 24
No problems here.
It can be difficult to add a new IPL to an existing save. Testing is best done on a new game. Use cheats or trainers and required to test the new enex. Always check a standard enex into an interor on an existing save when testing your modifications. If the new enex isn't added after all other enexes (add your IPL at the end of the list) then the other enex connections will get scrambled, but you won't see this on the new save created for testing.
Enexes can be really tough, I feel I understand them very well, and I can usually explain complex issues reasonably well, but people often struggle with enexes. Frequently they go with the much easier option placing a dummy yellow arrow and using teleport codes to move CJ to the other location.
Are you sure you want to continue with enexes? If so you might ask a mod to move this topic to the III Maps sub-forum.
References:Enex DocumentationGTAModding > IPL > Enex