Alright, I fixed it. Turned it to be a quite small detail.
int glNumOfAreas = 6;
string[] gvEnemies = { "brute", "grunt" };
//---------------------------------------------------------------------
// This chooses what enemy to pick
string ChoseEnemy()
{
int lIndex = RandInt(0, 1);
return gvEnemies[lIndex];
};
// This inits an enemy
void InitEnemies()
{
// General setup
SetEntityActive("servant_ChoseEnemy()_*", false);
SetEnemyDisabled("servant_ChoseEnemy()_*", false);
ClearEnemyPatrolNodes("servant_ChoseEnemy()_*");
////////////////
// Different pathnodes
// 1
if(RandInt(0,1)==1){ AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,7), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_80", RandFloat(1,5), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_83", RandFloat(1,5), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_78", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_41", RandFloat(1,2), "");
}else{ AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_3", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_1", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_4", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_5", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_14", RandFloat(1,1), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_17", RandFloat(1,1), "");
}
//////////////////////////
// 2
if(RandInt(0,1)==1){ AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_78", RandFloat(1,7), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_8", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_14", RandFloat(1,2), "");
}else{ AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_85", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_88", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_56", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_57", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_55", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_59", RandFloat(1,1), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_64", RandFloat(1,1), "");
}
//////////////////////////
// 3
AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_59", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_55", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_57", RandFloat(1,2), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_88", RandFloat(1,1), "");
//////////////////////////
// 4
if(RandInt(0,1)==1){ AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_71", RandFloat(1,7), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_74", RandFloat(1,5), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_30", RandFloat(1,5), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_34", RandFloat(1,3), "");
}else{ AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_65", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_64", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_59", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_55", RandFloat(1,3), "");
}
//////////////////////////
// 5
if(RandInt(0,1)==1){ AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_17", RandFloat(1,7), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_14", RandFloat(1,5), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_8", RandFloat(1,5), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_5", RandFloat(1,3), "");
}else{ AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_24", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_27", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_30", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_74", RandFloat(1,3), "");
}
//////////////////////////
// 6
AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_43", RandFloat(1,2), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_41", RandFloat(1,3), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_78", RandFloat(1,2), "");
AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_83", RandFloat(1,1), "");
}
Added a few missing ; { and }. Dont know why a few of these were necessary.