void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
}
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("enemy_suitor_malo_1", true);
ShowEnemyPlayerPosition("enemy_suitor_malo_1");
AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_7", 0, "");
}
just change enemy_suitor_malo_1 name to name of your grunt ^^ hope i helped
as for an explanation. set a script area and rename it MonsterFunction, set grunt inactive and use the script above
sorry not really good at explaining and ignore the pathnodes if you just want him to pop up and dissapear