here are 3 ways to do just that
Destroy Entity with Timer
;Artificial Intelligence Script
;Header
desc = Destroy Entity with Timer
;Triggers
:state=3,plrdistwithin=100:timerstart,state=4
:state=4,timergreater=1000:plrsound=audiobank\switches\press.wav,state=5
:state=5,timergreater=2000:plrsound=audiobank\switches\press.wav,state=6
:state=6,timergreater=3000:plrsound=audiobank\switches\press.wav,state=7
:state=7,timergreater=4000:plrsound=audiobank\switches\press.wav,state=8
:state=8,timergreater=5000:plrsound=audiobank\switches\press.wav,state=9
:state=9,timergreater=5500:subhealth=500
;End of Script
destroyAnyEnity.fpi
:state=0:state=1
:state=1,plrdistwithin=60:destroy
DestroyEnitity.fpi
;Artificial Intelligence Script
;Header
desc = Default Entity Behaviour (Nothing) DestroyEnitity.fpi
;Set ''plrinzoneactivateifused'' as the trigger zone's main script, then put the dynamic entities name in the triggerzone's ''if used'' field. This tells it to activate the enitiy when the player enters the trigger zone
;Set this script as the entity you wish to destroy's main script, and make it dynamic.
;Triggers
:state=0:state=1
:state=1,activated=1:destroy
:End of Script