Theres a much easier way to do that. It's possible to do a lot of things with trigger zones but frankly it can get confusing and difficult to work with if your applying to more than one group or other.
You really can just program it into the enemy without state commands as well to ensure it will always happen
:plrdistwithin=50:setalphafade=0
:plrdistfurther=51:setalphafade=100
Set Alpha Fade is referencing what you see not only the alpha layer thus making instantly invisible
Plr Dist Within and Further are measured in units, each block you see in the editor is 50 units so a value of 100 would mean player is within 2 blocks.
Now for your example of walking into the room, I don't reccomend the destroy command as I imagine you would want the invisible enemy to shoot back or give you a surprise
If you want the enemy to actually die and never return you could use destroy in either distance within or plrwithinzone but if you want to walk through a door and find that the room is actually empty only to find that somebody is firing at you that you cannot see then you would use something like below
:plrwithinzone=1:setalphafade=0
:plrwithinzone=0:setalphafade=100
Which would confuse the player as anytime he stepped into this invisible zone whether the entire room or portion's of it the enemy would ghostly vanish but still be firing and receiving damage from the player
But it's probably best to switch to activated as Plr Within Zone on an an enemy will mean he becomes invisible anywhere in the level when you enter a zone so a better version is below
:activated=1:setalphafade=0
:activated=0:setalphafade=100
and use the following triggerzone script which would make the enemy or group above invisible and visible, Use the If Used in the trigegrzone
:plrwithinzone=1:activateifused=1
:plrwithinzone=0:activateifused=0
I could go on forever but to wrap things up here are a few other things you could do that you might find fun
colon and coloff are action commands so using them means you can determine when the enemy will actually be able to walkthorugh other stuff and pass through the player
:plrdistwithin=50:colon
:plrdistfurther=51:coloff
The below script will set the enemy to be semi-invisible instead of completely
:plrwithinzone=1:setalphafade=50
:plrwithinzone=0:setalphafade=100
The below script will additionally set the enemy to appear ghost like assuming you take out all the color in the texture and apply it as the alt texture
:plrwithinzone=1:setalphafade=50,alttexture=1
:plrwithinzone=0:setalphafade=100,alttexture=0
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Advanced Licensed Computer Programmer and Custom Programming Language Interfacing. Graphics / Video Designer.