Yes it can.
In the trigger script, you can have something like this:
;Artificial Intelligence Script
;Header
desc = Trigger
;Triggers
:state=0:state=1
:state=1,plrwithinzone=1:state=2
:state=2:settargetname=ENTITYNAME,activatetarget=1,state=3
:state=3:none
;End of Script
In the entity script, have something like this:
;Header
desc = Trigger
;Triggers
:state=0,activated=1:state=1
:state=0,activated=0:state=0
:state=1:runfpidefault=2,state=2
:state=2:none
;End of Script
When the player hits the trigger zone, the trigger activates the target (entity). When the entity is activated, it will run the destroy script.
Or something along those lines... I was doing this from memory but you get the idea.
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