////////////////////////////
// Run first time starting map
void OnStart()
{
SetEntityPlayerInteractCallback("Mansion_5", "MonsterActivate", true);
AddUseItemCallback("", "LockedDoorKey_1", "LockedDoor_1", "UsedKeyOnDoor", true);    
AddUseItemCallback("", "Key_2", "Door_2", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "Scare_1", "CollideScare_1", true, 1);
AddEntityCollideCallback("Player", "Doorslam_1", "CollideDoorslam_1", true, 1);
AddEntityCollideCallback("Player", "MonsterActivate", "CollideMonsterActivate", true, 1);
}
void MonsterActivate(string &in Entity)
{
    SetEntityActive("Frank", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("LockedDoor_1", false, true);
    PlaySoundAtEntity("", "unlock_door", "LockedDoor_1", 0, false);
    RemoveItem("LockedDoorKey");
    SetSwingDoorLocked("Door_2", false, true);
    PlaySoundAtEntity("", "unlock_door", "Door_2", 0, false);
    RemoveItem("Key_2");
}
void CollideScare_1(string &in asParent, string &in asChild, int alState)
{
    SetSwingDoorClosed("ScareDoor_1", true, true);
}
void CollideDoorslam_1(string &in asParent, string &in asChild, int alState)
{
    SetSwingDoorClosed("LockedDoor_1", true, true);
}
void CollideMonsterActivate(string &in asParent, string &in asChild, int alState)
{
    SetNPCAwake("Frank_2", true, false);
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_5", 0, "");
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_7", 0, "");
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_17", 0, "");
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_27", 0, "");
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_36", 0, "");
    SetEnemyDisabled("Frank_2", true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
///////////////////////////
//Run when leaving map
void OnLeave()
{
}
Ignore the bottom part with all the waypoints i have to fix that Unless someone knows how to fix that? It won't activate. no error or anything but not the point.