If you know what your doing, pretty easy.
In the result script attached to the dialoge, you 'unlock' the door in question. That assumes you initially locked it, requireing a key that cannot be had.
It does not stop consoling the door open, but there are more complex ways to stop that.
You could also have two sets of doors, with one disabled that 'goes' where you want it. And a second door enabled that goes nowhere. In the result script, you either enable or disable the doors properly.