Try this:
void OnStart()
{
AddEntityCollideCallback("Player", "AreaChaseGrunt", "ActivateChaseGrunt", true, 1);
AddEntityCollideCallback("servant_brute_1", "ScriptArea2", "Monsterdeactive", true, 1);
SetEntityActive("ge_box_wood01_1", false);
SetEntityActive("ge_box_wood01_2", false);
SetEntityActive("ge_box_wood01_3", false);
SetEntityActive("ge_box_wood01_4", false);
SetEntityActive("ge_box_wood01_5", false);
SetEntityActive("ge_box_wood01_6", false);
SetEntityActive("ge_box_wood01_7", false);
SetEntityActive("ge_box_wood01_8", false);
}
void ActivateChaseGrunt(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 1, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 1, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 1, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 1, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 1, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 1, "");
StartPlayerLookAt("servant_brute_1", 10, 10, "");
AddTimer("StopStare", 1, "StopPlayerLookAtFunc");
}
void StopPlayerLookAtFunc(string &in asTimer)
{
StopPlayerLookAt();
SetEntityActive("ge_box_wood01_1", true);
SetEntityActive("ge_box_wood01_2", true);
SetEntityActive("ge_box_wood01_3", true);
SetEntityActive("ge_box_wood01_4", true);
SetEntityActive("ge_box_wood01_5", true);
SetEntityActive("ge_box_wood01_6", true);
SetEntityActive("ge_box_wood01_7", true);
SetEntityActive("ge_box_wood01_8", true);
}
void Monsterdeactive(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_brute_1", false);
}
Also, are you sure the area is called "ScriptArea2" instead of "ScriptArea_2"?
The main problem is that the name of the function, "StopPlayerLookAt", matched one of the game's functions, which caused it to mess up.