I see. As I stated in the previous post, you have his spawn at start parameter set to "yes". Change this to "No" and spawn him in as you would a standard entity.
Leaving this set to "yes" automatically spawns him in the map and runs the script which can cause problems depending on how far he is, so always active should be used in this case. Doing so only makes the character transparent and no collision until he is triggered, he is still there just not visible.
I once had a problem with my appear script ending early leaving the alphafade to random number between 0-100 giving a ghost-like appearance. If that's the case you might want to add "state=2" in the last line then use this after that line of code..
:state=2,alphafadeequal=100:state=3,runfpidefault=1
As always, Game on! -2S!K Productions