Enable/ Activate a script by script

Let’s say that there are 2 objects: Activator and Gate.

Activator has a script called [“ActivatePortal”].
Gate has a script called [“Portal”].

I need Activator script to activate Gate script.
So if Activator script [“ActivatePortal”] is not somehow activated, you cannot activate Gate script [“Portal”].

ActivatePortal script:

var script: LoadNextLevel;
function OnTriggerStay (){
    if (Input.GetKeyDown(KeyCode.JoystickButton1)){
        script = GetComponent(Portal); 
        script.enabled = true;
        Debug.Log("Sucessfully activated!");
    }
}

Portal script:

function OnTriggerEnter (myTrigger : Collider) {
    if(myTrigger.gameObject.name == "Player"){
        Debug.Log("Player went through! Level2 loaded.");
        Application.LoadLevel("Level2");
    }
}

function OnTriggerEnter (myTrigger : Collider) {
if(enabled){
if(myTrigger.gameObject.name == “Player”){
Debug.Log(“Player went through! Level2 loaded.”);
Application.LoadLevel(“Level2”);
}
}
}

Use it like this and it will work like you wanted it to, because OnTriggerEnter is still sent regardless if the script is enabled or not.

Setting enabled to false only disables the automatic calling of Update,LateUpdate, and FixedUpdate, as far as i know