Here is one way to do it....probably others but here ya go.
An example usage would be for a player to make it to a certain location or find something in a limited amount of time before enemies appear suddenly.
;Artificial Intelligence Script
;Header
;This destroys the entity on it's first spawn immediately, so the spawn delay can appear to affect the initial spawn
desc = destroy entity on first appearance
;Triggers
;use whatever global variable won't mess up your other global variables if you have any others
:state=0:globalvar=666
;**** If the global variable hasn't yet been assigned a value (it's zero),
;**** then this is the first time the script has run
;**** so destroy the entity, and set the value of the global variable
;**** to signal that the script has run at least once.
:varequal=0:destroy,setvar=1
:state=0:state=1,spawnon,activated=1,setalphafade=100
:state=1:runfpidefault=1,state=2
;End of Script
;Now in the entity's properties, set Spawn At Start to Yes
;max at any time to at least 1
;Spawn after delay to Yes
;Spawn when dead to no (otherwise it spawns immediately after being destroyed)
;Delay to 2300 for a one minute delay....at least on my machine
If there were such a thing as Free Will, I'd be exercising right now.