I understand now.
when i say destroy script, I don't mean the destroy command.
Every entity has at least three default scripts: Start, Main & Destroy.
The Start script is ran once when the entity is spawned.
The Main script is looped as long as the entity is 'alive'.
The Destroy script is ran once when the entity is destroyed.
So i think the effect you are after is relatively easy to achieve.
Create an "ActivateOnDeath.fpi" script that contains the following:
:state=0:settargetname=EntityToActivate,activatetarget=1,state=1
:state=1:destroy
You may want to add more to the script if you have a death animation to play or want to fade the entity out before destroying it.
Put the script in the door's destroy script path and your entity should spawn when the door is destoryed.
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