Instead of 'appear1.fpi' inherited in the Start attribute of the Story marker, you will need to create an 'if activated' script. You will need two codes,
1. The code waiting for the player to activate anything within the zone for the Story marker.
2. The code that activates everything within the zone for the Trigger marker.
For the Main attribute in the Trigger marker:
;Artificial Intelligence Script
;Header
desc = activate everything at close proximity
;Triggers
:state=0,plrdistwithin=100:activeallinzone
For the Start attribute in the Story marker:
;Artificial Intelligence Script
;Header
desc = if activated
;Triggers
::plrusingaction=1:state=0
:state=0:setalphafade=100,runfpidefault=1
I hope this gives you an idea. Have fun!