First of all, thanks for trying to help me and nudge me in the right direction.
I know that he is active though and that's why I didn't use the word active.
And I looked for every occurence of "servant_grunt_4" in the script and every related functions.
But as soon as you stand before the door leading to the chancel, there's a debug message which says "Enemy servant_grunt_4 enabled!" and then you can hear him moan, even though it's impossible for him to see you from where he is.
In the script for the level the only occurences of "servant_grunt_4" are inside an "AddEnemyPatrolNode" which just assigns patrol nodes to the grunt.
From the editor I know that the Callback Function of "servant_grunt_4" is "EntityCallGruntDisabled".
Looking in the script I can see that this function sets the local variable "NoGrunt" to 1 and prints the debug message "Enemy Disabled".
But the only other time "NoGrunt" is used in the script is when "servant_grunt_5" is being activated.
Then I searched for only "servant_grunt_" because I became suspicious and thought maybe it gets triggered somehow with a counter. And low and behold I found something like that. But removing that still didn't prevent the bugger from enabling!
I'm at the end of my rope here, I've searched through the whole script and I just can't see how this bugger becomes "enabled" everytime I come to stand behind the door.
Isn't there a scripting god out there who can give me the insight I seek? Or maybe one of the devs?
Any help would be highly appreciated... or I'll surely lose sanity!
EDIT:
Omg, I just found out myself.
The answer is so simple, it just drains the sanity out of me...
It's the radius! The frickkin' RADIUS!
As soon as you reach the edge of his trigger-radius, the grunt will enable!
Seriously, with all the scripting etc. going around in my head I never thought about something so simple.^^
Therefore I declare this matter
[SOLVED]