The following will help you:
1. Place your fake wall entity. Ensure it is set to dynamic. In my test I used the falsewallA from the stock SciFi. Right click on the wall and set the Start script to "appear1.fpi", the destroy script to "destroy\crumble.fpi", and the main script use this-
;Artificial Intelligence Script
;Header
desc = False Wall Activated- Destroy
;Triggers
:state=0:state=1
:state=1,activated=1:runfpidefault=2
:state=1,activated=0:state=0
;End of Script
I used the "crumble.fpi" script for the destroy sequence, but you can use whatever you need.
2. Place your trigger. right click on it and put in the name of the false wall entity in the IfUsed field. Assign the "plrinzoneactivateused.fpi" script.
What happens is the player hits the trigger, which activated the wall. During that time, the wall's main script is checking to see if it has been activated- if activated it runs the destroy script; if not, it loops and waits.
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