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
![Big Grin Big Grin](https://www.frictionalgames.com/forum/images/smilies/biggrin.gif)
sorry not really good at explaining and ignore the pathnodes if you just want him to pop up and dissapear