Oh the nodes are definitely added alright. When I replace
CreateEntityAtArea(x,"servant_grunt_noSound.ent","gruntSpawn",false);
with
SetEntityActive("mazeGrunt_preplaced",true);
it works just fine... leading me to conclude that you can't create functional enemies in this way. I've even tried doing
SetEntityActive(x,false);
SetEntityActive(x,true);
right after it's created, but that didn't do anything.
Hang on a sec, I've got another theory I want to test out: jens jens jens jens jens. Now let's sit back and see what happens.